Annika Aire - Chi-Town Rising Stars

Savage Tales of the Chi-Town Burbs: From Zero to Hero.
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Icosa
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Annika Aire - Chi-Town Rising Stars

Post by Icosa »

Chi-Town Rising Stars

Annika Aire
Novice Female Human

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Electronics d10, Fighting d4, Hacking d10, Healing 1d4, Language (Native) d8, Notice d8, Persuasion d4, Psionics d10, Repair d8+2, Shooting d6, Stealth d6, Thievery d8
Pace: 6; Parry: 4; Toughness: 10 (4)
Strain: 6/6
Hindrances: Curious, Quirk, Loyal
Edges:
- Arcane Background (Psionics) (Racial)
- Elan (Hindrance)
- Mr. Fix It (Hindrance)
- Streetwise (HJ)
- Power Points (HJ)
- Quick (F&G)
- Major Psionic (MARS)
- Master Psionic (MARS)
- Telemechanics (MARS)
- Gadgeteer (psionic) (MARS)
- New Powers (Stun, Elemental Manipulation (electrical) (MARS)
- Rapid Recharge (MARS)
- +1d Agility (Nov 1)
- +1d Thievery, +1d Stealth (Nov 2)
- +1d Shooting, +1d Notice (Nov 3)

Language: Native (native, d8)

Equipment
Cash: 6350cr

Armor:
- Plastic Man (AR 4, T1, Min Str 1d4)
- Armored Cloak (Armor 2)

Weapons:
- Unarmed (Range Melee, Damage Str)
- Stun Gun (Range 5/10/20, Damage 2d4, ROF 1)
- Survival Knife (Range Melee, Damage Str+d4)
- L20 Laser Pulse Rifle (24/48/96, 4d6 AP 2, RoF 3, Hvy Pulse)

Gear:
- NG-S2 Survival Pack - Misc Gear
Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
Fire starter kit with pocket lighter and flint sparker.
First aid kit with three uses (each refill costs 100 credits).
Flashlight and radio (five-mile range), crank and solar powered.
Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.

- Backpack
- Dosimeter
- Medic Kit (5 doses)
- Tool Kit
Wilks FC-5010 Field Computer (power 3, system 3), 2lb, 10kcr

Arcane Background: Psionics (SWADE, p148)
Power Points: 30
Powers: Detect/Conceal Arcana (SWADE p158), Instinctive Mastery (Boost Trait; SWADE p156; Limitations: One Aspect, Self (limited)), Mind Link (SWADE p164-165), Stun, Elemental Manipulation (electrical)

Current Load: 8 (21)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual
Setting Rules: Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C.
Validity: Character appears valid and optimal

The Evil That Men Do. Being a part of the Chicago Network, the Gangs, or even joining the ISS is a thing people do to survive. Whatever the case, you are no longer affiliated with them. Robbing, hurting, and exploiting others is the life you led, and you’re done with that.

Beginning Hero's Journey Roll
D20 Result - 1d20: [11] = 11
1st Earned HJ roll: 1d20: [6] = 6
  • 1-3: Result - Rapid Recharge
    4-6: Result - Power Points
    7-9: Result - Channeling or Concentration (if already has Channeling)
    10-11: Result - Background Edge, ignore prereqs with GM approval
    12-14: Result - Automatic raise on success on a power
    15-16: Result - One Combat Edge (ignore prereqs except other edges)
    17-18: Result - Gain Ace, or Combat Ace if Ace already possessed
    19-20: You may choose any one of the results on this table.
Fortune and Glory Roll 1: 1d8!!: [2] = 2
Fortune and Glory Roll 2: 1d8: [2] = 2
Fortune and Glory Roll 2 (reroll): 1d8: [1] = 1
  • 1: Agile and Dexterous - +1d Agility, gain Ambidextrous or Quick
    2: Smart and Learned - +1d Smarts, gain +2d to three Smarts skills
    3: A Way to Get Around - Gain +2d to Boating, Driving, Piloting or Riding and gain one vehicle or mount
    4:Vigorous and Tough - +1d Vigor, gain Nerves of Steel
    5: Fortune Favors the Bold - Gain Brave (or Elan if you have it) and one additional Benny per session
    6: Strong and Powerful - +1d Strength, gain Brawny
    7: A Strong Suit of Armor - Gain any one suit of Body Armor, with one option from the Body Armor HJ table
    8: Choose Your Fate - Roll twice on any HJ table
Annika's father is named Terrance Aire, and he runs a streetside vehicle and mechanical appliance repair shop called 'Nothing But Aire.'

MARS Package Notes
+1d Spirit 2pt
+1d Strength 2pt
Major Psionic 2pt
Master Psionic 2pt
Telemechanics 2pt
Gadgeteer 2pt
New Powers 2pt
Rapid Recharge 2pt
Last edited by Icosa on Wed Dec 16, 2020 1:24 am, edited 10 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Icosa
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Re: Annika Aire - Chi-Town Rising Stars

Post by Icosa »

Interlude 1

By the time Annika got back home, her brain was buzzing. Literally and figuratively. Massive adrenaline spikes were still fizzing in her blood and just starting to ebb away. She still couldn't believe what she'd done. To just stand there, perfectly straight-faced, speaking to total strangers with seeming confidence? It was like fixing an engine had been,or hammering out a dent...the knowledge seemed to just appear in her mind fully formed. Without having to think, she'd just known what to do.

And she knew why. The knowing of that sent shivers down her spine. Annika had done as her dad had drilled into her...she'd slowed her roll, swam instead of splashed. She didn't think she'd made 'noise' with her powers, but the risk of it. She couldn't tell her dad about this. He'd flip out, and maybe with some cause.

But look what she'd done. Look at it. The scary part was that Annika could also feel how close she'd come to her limits. Like lifting heavy parts, or trying to run laps around the block, drawing on that nebulous knowledge tired her. It was more insidious, a fatigue of the mind rather than the body. It made her feel like she hadn't slept well. Giddy at first, then sluggish, then hard to concentrate on things.

For a few days after getting home and sleeping in, Annika kept her head down. Then she started...practicing. The practice happened on her breaks and after closing the shop. She went a little ways from home, to one of the scrapyards. Just in case. Then she 'stilled the water' and started looking for that weird knowledge in the air. Trying different subjects...finding it worked best when she was trying to DO things.

After the first few times, she told her dad she had a side job. This had two effects. First, it allowed her to take more time to practice. Second, it gave her an excuse to start giving some of the credits she'd made doing the job to the shop. She was even able to tell her dad that the armored suit she'd gotten was from this other employer, that they were giving them out to ensure their staff didn't get anyone infected.

And that's how it went...for months. The shop was getting busier and busier, until the two of them could barely keep up. After work Annika went out and practiced her psionics. Every so often she'd put another few hundred credits in the shop till. With Annika having the armor, her dad could keep the mask, and everything seemed...pretty okay. She never heard psi-hounds coming after her in the old scrapyard, and no one corporate came over to the store to follow up about the robbery.

Somehow she'd gotten away with it. All of it.

It was a good feeling.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
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Joined: Fri Mar 31, 2017 9:06 am
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Re: Annika Aire - Chi-Town Rising Stars

Post by Icosa »

Interlude 2

Task 4: Repair 14
Repair 1d8!!+2: [12!!]+2 = 14 Wild 1d6!!+2: [8!!]+2 = 10
Annika showed up at the site with one of the stolen identity chips and felt a stab of anxiety that she struggled not to show on her face as she presented it to the reader plate at the gate. There was a pause, then a klaxxon, then the gate opened. Annika walked in, and the outer gate closed behind her. The inner gate opened only then, and she strolled through, consciously trying to keep her stride and posture nonchalant, and not glancing at the mirrored windows of the security booth when she passed it. If any of them were paying attention to the ID, and comparing it to her features, they might notice that she wasn't an exact match for the real employee. If that happened, she'd be trapped.

It didn't happen. She went into the shipping yard and tugged the bill of her hat down to help cover her face a little, especially if she looked down. Fortunately it was the morning and everyone was nose-deep in their work. One more guard clomping around in an armored suit didn't attract any curiosity at all.

Tucked away inside one of the garages was what Annika needed. A computer with no one nearby that might wonder what the heck this guard was doing. As a bonus, the fact that it was in a garage meant she had tools ready at hand. The system there used a biometric key that her ID chip...as a security officer...wasn't able to access, but with some tools she was able to open up the housing on the biometric scanner. For a second Annika squinted at the guts of it, then found what she was looking for. Coalition Computer Systems, CCS, the manufacturer of the system, always had a hard reset control on the mainboard of their stuff. It allowed their equipment to quickly and easily be reconditioned for rapid turnaround on repossessed and resold items. It was also a pretty major security flaw for anyone who A) knew about it, and B) could open it up quickly without breaking anything.

A careful set of tiny switch throws later, the biometric scanner had been returned to factory default status. She started it up and entered her own ID as the owner...and a minute later it granted her access to the computer. Annika reassembled it with equal speed, and called up the template shipping order form. With a glance at her notes, she filled in a new manifest and work order, then output it to the printer attached to the computer's side. The resulting paperwork was to all appearances completely genuine, because it had been made using their own equipment. The only way to spot it as a forgery would be to take time researching the actual order and part numbers, comparing them to inventory and looking for expense reports.

With a quick glance around, Annika spotted a couple of workers strolling past the garage, and she began poking uninterestedly around the garage, like a guard might do on a slow day. The other workers didn't even look over at her. When they were gone she collected the printout and shut down the computer.

Then she made her way out of the facility, struggling to keep her steps languid.

Just me, Rando Guard #13...I checked in, looked at the duty roster, saw an open shift and now I'm outta here...nothing to see here, guys...

The gate opened, then closed. The outer gate opened, then closed behind her. She was clear.

Now, if the others managed their tasks as well as this, they had a real shot at pulling this off!
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Annika Aire - Chi-Town Rising Stars

Post by Icosa »

Interlude 3

Most of the team was busy, but Bryan had Annika's back when she was ready to move on Alpha Logistics. They could maybe have waited longer, but the timetable wasn't completely flexible. The IDs they'd stolen would only last until the next time the company cycled its security info. Given the lackadaisical attitude they showed towards security, that wasn't likely to be soon...but it wouldn't be forever.

Besides, this was definitely a 'too many cooks' situation. Two was fine.

Even so, Annika couldn't help but be a little nervous at first. Somehow she'd gotten swept into this life without even really stopping to think too hard. Thievery and cons and heists...what was she doing? But then she remembered the look on her dad's face when she brought the money home. And imagined the look when she could bring home vaccines. This whole bioweapon thing had been hanging over their heads for so long now...and it could have been over weeks ago if it wasn't for the Coalition and companies like Alpha Logistics not caring. She couldn't hit back against the Coalition, but it's corporate cronies?

Oh yeah.

In the end, the op in the little field office went off without a hitch. Almost. Everything was so routine for them. Trucks came and went every day, all day, each one carrying a crew of two people in armored security suits. No one bothered checking, they just...assumed it was business as usual. Annika found a computer in an office off the lounge area and settled in. She'd gotten complacent though, and a freaking typo nearly blew the whistle on the whole thing. Fortunately all it did was log an unauthorized attempt at access on whoever's ID she was using to log in with. So Annika swapped ID's with Bryan and found another computer in one of the offices down the hall.

And now that she was focused and had the proper adrenaline, it was fine. A few minutes later they had a full readout on the company data on the IDs they'd stolen. Names and numbers and personnel files. Annika downloaded all of it, and they headed out...with just a brief pause on the way to help an Alpha Logistics customer like good little drones.

The things you do for a heist.

WIth the full deets on the personnel, they were ready to visit the big kahuna. The main storage depot where the actual vaccines would be kept until ready for shipping. Armed with the very convincing forged shipping lists and their company credentials, bolstered and updated from the personnel files they'd gotten, Annika and Bryan entered the Alpha Logistics depot, snagged a little scanner to verify the shipping numbers, and headed out onto the lot to find the actual product. During the operation they'd want to move fast. Verifying the exact location would be a big help.

...or even a HUGE help. The lot was really big, and stuffed with trucks and cargo containers ready to be picked up by a truck. It got weird though, because of course it did. There were multiple orders for the shipping number. Or more accurately, multiple packages. Annika and Bryan hunted down the entire lot, scanning numbers. They found four hits. Three that matched the cryogenic temperatures the vaccine needed to be kept at...and one that didn't.

It wasn't until that last one that Annika suspected something was up. They verified no one was around, then opened the 'unrefrigerated' one up. First off, it WAS refrigerated. Second, it had the vaccine. Despite seeming to be unsuitable for carrying it.

The hour was late, and they wanted to go, but first they had to see. The two trekked back to one of the previous ones they'd looked at, but not inside of. Opening it, they found the truth. It was empty. A decoy. The real product was just in the 'fake' trailer.

And with that...they had what they needed. Annika and Bryan headed out to meet the team and update the plan.
Last edited by Icosa on Sun Dec 13, 2020 4:32 pm, edited 2 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
Gold Patron
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Annika Aire - Chi-Town Rising Stars

Post by Icosa »

Interlude 4
"You're cloaked?

Annika gave Doc a look. The older man returned her glare with a reproving expression and tapped his temple. "Nine times out of ten, you can get away with mind work out here," he said. "But even ten percent is bad odds when it's a dogpack that'll come down on you. So we're going to do this every time."

"No, I mean...I know," Ani replied impatiently. "I always cloak. Always."

Doc Hammond nodded. Despite the grey around his temples and the nigh-constant shadow of whiskers around his chin and cheeks, he was still a fit man. His training as a cyberknight had hardened him, and you could see the echoes of it in the thickness of his arms and the flatness of his abdomen...even if age and easier living had softened the edges now. "Then all you have to say is 'yes' and we can get started."

She rolled her eyes. "Yes."

The field computer she'd set out a few paces away was the target today. Hammond went over to it and sat down, watching the screen intently. Annika closed her eyes. It took her a second, but she could 'feel' the computer there...a sort of blip of light behind her eyelids, that buzzed in her head when she focused on it. Learning to suss out the patterns in those sensations and use them to access the computer mentally was what they were working on.

It was what they'd been working on...for awhile. Ever since he'd glimpsed through her cloak in Art's store one day, and she'd asked him to help her out, they'd been meeting out in the lot behind her dad's store two or three days a week after closing. Cyberknights were, among other things, well trained as psychics. Early on, progress had been swift. He'd realized her potential after a few sessions, and they'd been able to categorize her powers as 'sensitive' and 'electrokinetic' in nature. Under his tutelage, Annika's innate talents seemed eager to awaken. Her endurance had blossomed, her ability to control her powers intensified, and she even learned a few new tricks. But then they hit a wall trying to develop the laser focus and intricate complexity of 'listening' to electronics and learning to manipulate them. It didn't help that this was an ability outside of Hammond's own ken. He'd known other 'telemechanics' in his time, but his own gifts lay in other directions.

Still...there was a pattern to it. Annika had gotten that much at least. The pattern of tiny pulses in the buzz, the color and intensity of the light. Everything happening in the computer was coded into those things, somehow. Including the output to its screen. And by manipulating those pulses, she could make it react as if she were pushing buttons.

"Type 'hello,'" she called over to him, when she thought she had a grip on it.

The 'sound' of the signal did indeed change slightly. Like a glissando, a tiny shifting harmony of five notes amidst an orchestra. Annika concentrated on the buzz as it had been before, subtracting those alterations and trying to play it 'into' the computer.

Hammond's eyes narrowed slightly as the letter he'd typed in vanished. "That's good," he called. "Now put them back."

Annika tried remembering that sliding shift, pushing it into the buzz again. She then heard Doc laugh.

"Pretty good! You spelled it 'h - e - l - o -o' but considering how close those are, it's not bad at all. How's it feel?"

She opened her eyes and winced at the sudden brightness of the early evening. Rubbing her temple, Annika reported, "Like I just tried to give birth to a rhino beetle out my forehead. But yeah, I'm good."

Hammond got up and went over to Annika, smiling warmly. "You've got it though. From here, it's just...practice. Listen, demonstrate, imitate. Give it another few weeks, and you'll be able type faster this way than with your fingers. A week after that, and you won't even need to type at all. Entering the input directly in machine code."

Annika's frustrated frown showed clearly though, at the idea of WEEKS more of this just...concentrating and not doing anything. "I just...don't know why this is so hard," she admitted.

"Listen to me. What you're up to right now is advanced stuff, kid. Most psychics can't do it at all. Remember the psychic calisthenics we did, where you just kept going and going?" He nodded. "I've known seasoned knights who can't keep those exercises up that long. And I can count the number of people I've known who can do this mind-computer interface thing on one hand. You're swimming in potential...but you've got to shape it into something you can build on if you ever want to get anywhere with it."

Doc sighed, and added, "I'm starting to think you might need a new teacher."

At that Annika was quick to shake her head and protest, "What? No! I didn't mean that! You're doing fine!"

"I was," he agreed, "but you're getting ahead of me now. I'm as strong as I ever expect to be, mentally. You're stronger. I think you need someone who can really challenge you."

She didn't know what to say to that, and he gave her a smile at her visible distress at the idea. "Relax, I'm not going to just disappear on you. I'll do some nosing around...pull on some old strings. I'm sure there's someone around we can get to help you who's trustworthy."

"Hey, Doc...I...thank for, you know, helping me out like this," Annika finally managed to say. "It's meant a lot."

Hammond nodded. "You're a good friend of Art's, so you're a good friend of mine. Not to mention your dad and I are practically in business together these days, with all the customers we're sending back and forth." Then he added with a grin, "I'd have done it anyway though. You've got a good heart and a good head. The world needs people like you to be able to take care of themselves."

He picked up his hat and sunglasses and put them on. "Lets call it here today. Practice more, and next time I'll want you entering some basic system commands...and I will bring my stopwatch."

Annika groaned at that, and the Doc laughed as he showed himself out.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
Gold Patron
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Annika Aire - Chi-Town Rising Stars

Post by Icosa »

Interlude 5

"Those two ISS guys just came in," Annika subvocalized. Over on the opposite side of the lobby, a man and woman had entered and were cruising through with what they probably hoped was an inconspicuous gait. It was hard for Annika to believe she'd ever have been taken in by that ruse, but then again she'd already learned a LOT about how to pay attention to what she was seeing, working for the Network.

A short pause, then Roach sent back, "Copy."

For the next minute or so, nothing happened. The watchful eyes of the ISS went past as Annika ate her takeout noodles and the others in the team hunkered down in the back room. Then they went up to the little coffee shop, got a couple of cups, and cruised back out again.

"Okay, they just left. Give it a few before you start again."

"Think they're onto us?" TinToes asked, with some apprehensiveness. He was still pretty new too.

Annika almost shook her head out of sheer instinct, but managed to catch herself. It wasn't much good using subvocal microphones if you made gestures. That simple lesson had taken her an embarrassing number of tries to learn. "Don't think so, but..."

She broke off as the woman popped back in, went over to the counter and started picking out packages of flavor additives for their drinks. But in the process, Annika noted she was looking around. Assessing people. It was too late to pretend not to be watching her...one of the other lessons she'd learned was that the worst thing you could do when you thought you'd been spotted was to quickly look away.

Instead she smiled at the woman and shot her an inviting wink. The ISS lady didn't even pause looking at her...and she headed right back out. Give people a normal, and unpleasant, reason that you were looking at them, and it was less likely they'd want to follow up on it.

"...okay clear again. One came back in for a second. I think we're good now."

The crew didn't send a reply back to that, but it didn't take long for Roach to send the 'all clear' signal to her earpiece after that. Seemed like the near-miss was all it took a light a fire under them. Annika finished up her noodles then and casually walked on out.

The Network was...not what she'd expected from organized crime. It was ruthless on one hand, but its roots as a sort of community mutual defense pact kept showing through in different ways too. They did look after their own. When they went after a business, it wasn't local ones. Even the ones that had decided not to pay for protection were just left vulnerable to crimes from non-Network operators. The Network didn't defecate where they ate.

It was a little frustrating for Annika at first. Being in demand after her work for the boss had some good sides to it, but it made it hard to keep focusing on developing her psionics. After that little tickle, that little instinct that had guided her to the bomb, that felt dangerous. But then again, she had a lot to learn and not all of it was psychic. Sooner or later she'd need to do something under a stalker or psi-hound's nose...and she didn't want to be dependent on psionic power when that day came.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Annika Aire - Chi-Town Rising Stars

Post by Icosa »

Summary - The Revenger Job

We'd had trouble with Revengers before. The epidemic that got released in the Burbs, for example...that was their way of saying 'hi' to the neighborhood. Later on we did some work tracking down their cells as they set up booby traps around town...not just explosives, but magic stuff that summons things or does other way worse stuff.

Oh, and explosives. Fusion blocks. Stopped those too.

But it turned out that it's hard to keep a good bad terrorist cell down. Even though they'd taken a beating, local intel was they were up to something new. Lester got the band together again, and off we went to smoke them out, figure out their game, and put a stop to it. I get they're mad about Tolkeen. I'd be mad too if it was my city. The people in the Burbs had nothing to do with that though.

With all these lives and resources spent on 'revenging' they could have started rebuilding instead. Not my call though.

Finding them took some doing, but we called in some favors, asked around, and did some patrolling, and it led us to this one business that was pretty obviously a front for something. All the info we'd collected said that something was Revengers. It was time to make our move.

As usual, the 'band' was a few core members and one or two second-stringers who come and go as schedules permit. One of the new guys was a 'psi ghost,' so...yes, conspiracy confirmed, at least that far. He ducked right through a wall while the rest of us got into breaching positions. I was able to uplink to building security and get feeds from the cameras inside. What I saw was a few henchmen and some guy who was doing magic...some kind of big magic. That was dangerous, but distracting, so we saw an opening.

We went in hard. Aroud, the ghost, pinned down the henchmen in the little barracks-style room they were in. Briyan's team broke in from the north, blowing out a wall to do it and giving that wizard a rude shock. I circled around to the front door, that Aroud had unlocked and disabled the alarm to. From there I could access the mage's computer at a distance, using the camera image to target. Burned through the security, spoofed credentials, and canceled the system wipe he'd started when he realized what was going on. I made sure to start a big copy over to my system before joining the fight...and by the time I did it was already almost over. The mage was pinned between Briyan's team and Aroud, so I figured he'd probably come my way and try to get out the front door. I started revving up that trick I was practicing...and sure enough, next thing I see is the mage lunging out the office doors. I panicked a little and just yanked every amp I could grab out of the wires in the walls and the computer and everything. Looked like a thousand little lightning bolts hitting him at once.

He skidded when he hit the floor. His muscles were doing the 'taserdance.'

So. We stopped this ritual he was doing, nabbed all their data, and we even dropped most of the cell alive into the Network's hands for, uh...debriefing. All for a fat stack of creds and knowing we're probably not going to have a building-sized demon appear in the middle of Prosekville and start ripping everything up.

You know, unless that's another cell's job. I hate terrorists.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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