The Job: Planning phase OCC

Now stop nagging me.
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Pender Lumkiss
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The Job: Planning phase OCC

Post by Pender Lumkiss »

These are the 8 strengths that need to be overcame in order to gain access to the arcane company. Note a failure is not necessarily a failure. You still do manage to overcome the strength but when I roll to see if we stop there for action ( A club draw) they get two cards (double the chance) and the players are either at an additional -2 to the situation, or the badguys are at a +2 for the first round of combat.
The way we will resolve these situations is similar to how we do quick combat or the last dramatic task. Chose a single skill or trait and roll it to try and accomplish the objective of making one of the strengths less of a strength and more of either a weakness or something easily overcome. Based on the roll narrate the kind of success we see. Feel free to make up locations like coffee shops, strip clubs, etc, that serve your narrative of what you are trying to accomplish. Also feel free to make up the names of the NPCs you interact with.

It should be noted, that deciding to stay outside for the entire duration of the mission will leave you without much to do once the group has entered the building. Should their lives be on the line you will be able to very little to save them. This task is designed for the group the figure out how to gain entry, and get to the red vault together.

The Scene Modifier is at a -2 to your roll.
It would have been a -4, but you really impressed Vector and he got you the info you needed.
  • The sniper nest on the top of the building, it uses semi-permanent invisibility spell to keep the occupant hidden from view
  • The main guards outside the front door, usually 2-3 thugs that have a rotating watch.
  • A special Arcane signature is given to all those who pass through the main front doors, this signature allows access to certain levels.
  • Second floor security room has at least 10 special force guards, with remote viewing sensors of the loading dock, main lobby, and front walkway.
    • The loading dock, 1 shipment per day of black ore from their arcane portal in the center of the mining sector. The dock door is secured with a dark fire security grid. Dark-fire is capable of melting dragon scale.
  • Three fire golem sentries patrol or stand watch in the main lobby
  • The dimensional portal at the end of the lobby that takes you to the lower level that requires an access stone that only specific employees carry.
  • The lower levels are a maze filled with identical red doors designed to confound and confuse.
  • The right red door, opens up to a 50ft open air chasm filled with vibro sword sharp cob webs, and across the way is an impenetrable red vault, made by the TW Diamond Clad. It is a dimensional vault, capable of holding vast amounts of information and retrievable by entering the correct combination on the doors dials. Entering the vault presumably will let you access the stored information ( such as the nefarious dealings of the Arcane Company and current location of the members of Black Company) as well as the stolen credits.
Plan away, and then make your rolls and narrate what happens!
For each success you get a run benny!
Field Team Six Bennies
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Pender Lumkiss
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Re: The Job: Planning phase OCC

Post by Pender Lumkiss »

What can you do with a run benny? Run bennies are accessible to all players as a common pool and are designed to give help to the players during a heist or "Job". Run bennies also come with a catch: Every run benny spent adds a benny to the GMs pool of bennys.
The uses are as follows:
  • Exploits: When the GM fails a trait test, players may spend a run benny and roll a 1d4 on the below table. Players may spend additional run bennies for another 1d4 roll result, but have to choose only 1 result to play for the scene. Players will also provide the narrative for the exploit result chosen. Each player gains a +d6 to the relevant trait or damage roll for the scene!
    • 1- Distraction: Someone causes a scene, unexpected summons or delivery, old rivals meet, etc...
    • 2- Dumb Luck: An unlocked door, poorly installed security alarm, sudden power surge, etc...
    • 3- Discernment: Detect a trap, spot a forgery, detect and ambush
    • 4- Destiny: Secrets revealed create a reversal of fortune, etc...
  • Flashbacks: Player may spend a run benny to explain why a failure is a success. Player provides Narrative in form of a flash back, like " oh yeah yesterday I met the two gaurds and paid them off... Heres how it went down...". If for some reason the GM does not approve the narrative player receives +2 normal bennies and keeps the run benny!
  • GM Complication: When the GM draws the joker in combat, the players may spend a run benny to force the gm to trade cards! This traded joker counts as a natural joker for the jokers wild setting!
  • Runners luck, You can spend a run benny to do the following:
    • Reroll a crit failure at -2
    • Add the benefits of a joker to any card drawn ( No jokers wild)
    • Force GM to reroll and keep worst of results
Special thanks to the Savage Worlds GM hangouts for putting this concept together for their Cyber Runner setting.
Note: Run bennies are different than your regular bennies!
Field Team Six Bennies
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Jude Maverick
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Re: The Job: Planning phase OCC

Post by Jude Maverick »

So who do we have doing what?

1. Sniper's Nest - Firehawk
2. Front door guards
3. Arcane signature - Bane
4. Security room
5. Fire golems in main lobby
6. Dimensional portal and access stone - Max
7. Red door maze - Jude
8. Razor cobweb canyon - Libertas
Last edited by Jude Maverick on Mon Sep 04, 2017 2:54 am, edited 1 time in total.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Re: The Job: Planning phase OCC

Post by Jude Maverick »

You know, I have that Spill the Beans Adventure Card, too...
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Pender Lumkiss
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Re: The Job: Planning phase OCC

Post by Pender Lumkiss »

I beleive Z will be taking care of the security gaurds on the second floor.
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Markus Berger
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Re: The Job: Planning phase OCC

Post by Markus Berger »

Markus can try and befriend/bribe the front door guards (Second item of the list).

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Pender Lumkiss
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Re: The Job: Planning phase OCC

Post by Pender Lumkiss »

That would leave the fire golems for cantrell.
Field Team Six Bennies
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Pender Lumkiss
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Re: The Job: Planning phase OCC

Post by Pender Lumkiss »

Just waiting on Markus and Bane if he has more to write. The current post still has a work in progress for Bane.
Field Team Six Bennies
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Pender Lumkiss
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Re: The Job: Planning phase OCC

Post by Pender Lumkiss »

Total Run Bennie is at 20

What can you do with a run benny? Run bennies are accessible to all players as a common pool and are designed to give help to the players during a heist or "Job". Run bennies also come with a catch: Every run benny spent adds a benny to the GMs pool of bennys.
The uses are as follows:
  • Exploits: When the GM fails a trait test, players may spend a run benny and roll a 1d4 on the below table. Players may spend additional run bennies for another 1d4 roll result, but have to choose only 1 result to play for the scene. Players will also provide the narrative for the exploit result chosen. Each player gains a +d6 to the relevant trait or damage roll for the scene!
    • 1- Distraction: Someone causes a scene, unexpected summons or delivery, old rivals meet, etc...
    • 2- Dumb Luck: An unlocked door, poorly installed security alarm, sudden power surge, etc...
    • 3- Discernment: Detect a trap, spot a forgery, detect and ambush
    • 4- Destiny: Secrets revealed create a reversal of fortune, etc...
  • Flashbacks: Player may spend a run benny to explain why a failure is a success. Player provides Narrative in form of a flash back, like " oh yeah yesterday I met the two gaurds and paid them off... Heres how it went down...". If for some reason the GM does not approve the narrative player receives +2 normal bennies and keeps the run benny!
  • GM Complication: When the GM draws the joker in combat, the players may spend a run benny to force the gm to trade cards! This traded joker counts as a natural joker for the jokers wild setting!
Field Team Six Bennies
3/6
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