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Author Topic: Infinite Weirdos (or, How I learned to stop worrying or--nope, still worrying!)  (Read 2149 times)
Bill
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« Reply #15 on: December 18, 2016, 03:08:45 PM »

Due to the weather (and other RL issues), our regularly scheduled lunacy has been postponed until after the new year.  Our next session will be 1/8/17.

Sorry for the inconvenience.
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Bill
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« Reply #16 on: January 05, 2017, 12:34:42 AM »

Hopefully, we're on for Sunday 1/8/17. I'm recovering from the flu and an ear infection, so, it may still get called off.

On the other hand, I saw this and am considering buying one for Crystal (who plays Pinky).

ETA:
Well, it fell through.  I'm still getting over the flu + Ear infection.  Cody had babysitting duty.  Dean was getting sick.  Etc.  So, yeah. Here's hoping for 1/15.
« Last Edit: January 09, 2017, 04:37:10 PM by Bill » Logged
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« Reply #17 on: January 25, 2017, 08:48:41 PM »

Session 9
It LIVES!

The session began in media res as the last session ended with the party fleeing from the suburban home of the adolescent girl they had tucked in the back of Wells’ car.

Through some ridiculously good Perception rolls by the bystanders (out of the five rolls I made for them, the highest roll was a seven), the police were provided with descriptions of the vehicles and adults.  Wells, tuned in on his police scanner, heard the APB go out for his car.  Sherry informed the other members of the party as they drove the truck.

After another stupid good roll for the police (a five), they found Wells’ car and chased after them.  Taking a risk, Wells turned down a different street and pulled over.  The police followed him, allowing the truck to go back toward the prison.  The ruse worked (police IQ roll was a 16) and the cops followed Wells.

As soon as the truck was well past them, Alistair cast an illusion on the truck to make it appear as a U-Haul truck.  

After explaining an intricate plan of talking his way out of the problem (not accepting that he was guilty of kidnapping a fourteen-year-old girl), Wells discovered that the police weren’t interested in talking.  They exited their car with guns drawn and ordered him and his passengers out of the car with their hands up.  As soon as Wells stepped out, Sherry launched her own plan.

Screaming for help, the adorable eleven-year old sprinted toward the police car.  Another incredibly bad roll by the cops (making up for the series of great rolls earlier) convinced them that she was a victim, allowing her to get close and wipe their memories of the last few minutes.

She turned off the radio while they were recovering from the stun, and thanked them for their help in finding their way.  Both of the cops, now utterly confused, warned them to be careful, and let them go.

As Wells and Sherry got back on the road to catch up with the other party members, Alistair realized there was something magical following them.  He figured it was invisible, and posited a Wizard Eye.  He talked to the cyborg who still had a memory (and was operating under a Loyalty spell) about tracking devices.  The cyborg admitted that, yes, both of them had a pair of tracking devices: one in their brain stem and the other behind their heart.

Realizing that he couldn’t mask the signal with the time and equipment he had on-hand, and Pinky didn’t have the time or ability to turn the truck into a true Faraday cage, he decided to drop the two of them at a Fast Food joint.  He knew that, when the spell expired, the still-sapient cyborg could portal them both “home” and prevent their technology from falling into the local authorities’ hands.  Almost as an afterthought, Alistair asked the cyborg if it had willingly undergone the process.  It answered that it didn’t remember.

After this plan was executed, he could no longer sense the magical influence following them, but, also admitted that it could just be following from a greater distance.

They returned to the Stalwart Empress.  Sherry and Pinky took the still unconscious Ana to the lounge and put her on the pool table as the others quickly strapped the vehicles down.  Todd and Wells moved a mattress to the lounge to put Ana on while Pinky and Alistair prepared the ship for launch.

Once in orbit, Ana finally came to, revealing a dart in the back of her neck (that was tied up in her hair).  She complained about the drugs they had used on her and asked what the party had planned for her.  It took a while to convince her that the party had taken her to prevent the robots and cyborgs from taking her.

Sherry and Alistair, eventually, were able to convince her (she’s eleven and he’s an elf) of, not only their good intentions, but that they had met another version of her, and that the RoboMages were probably going to try to turn her into a cyborg.  They then discussed the many-worlds and how they understood it working.  Additionally, explaining that the other Ana had, at the same age, developed her own field of mathematics and created a working dimension-hopping machine.

While Ana was skeptical, Pinky came up from dismantling the three new robots they had brought back and showed not only the pictures she took of Ana (and Sherry and Wells), but pictures of the formulae Ana said explained how some of what she made worked (if you had a TL12^ understanding of physics and calculus).

Ana set to work trying to decipher the information.  Sherry spent some time reviewing laser rifle safety and operation videos (because she was pretty awesome with the laser rifle).  Todd and Wells had a drink.  Alistair went back to checking the information on the Hyperdrive (because Ana was going to need it sooner rather than later).  Pinky went back to work on the Herkimer.

The next morning saw Ana still at work on the maths.  Another complex discussion between Ana and Alistair led her to see the data from the hyperdrive, where Alistair noticed that Ana’s normally blue eyes had turned purple.  After asking her about it, they turned back to blue.  After a bit of more discussion, they decided to show her the actual hyperdrive.

Ana:  “I’m getting a strong Millennium Falcon vibe here.”
Sherry:  “Are you calling our ship a piece of junk?”

Alistair took a moment and, using one of the staffs they got from the RoboMages, cast schematic on the hyperdrive.  He got a great result on his roll and, successfully got the schematic for the actual hyperdrive (not the pylon).  He still considered it a fabulous success and quickly got pictures via simple illusion.

Ana was fascinated by the “drive.”  It took several moments before Alistair noticed that, not only had her eyes turned purple again, but she was looking past the pylon, at something that wasn’t there.  She explained that there was a gaping hole behind the “piston”—a hole in the universe.  She took a couple of steps closer and they noticed that the blue field that was “supporting” the pylon was turning purple at her approach.

They prevented her from getting any closer.  With Pinky and Alistair, she concocted a sheathe to cover the pylon to prevent it from drawing undue power from the fissure, which was causing it to self-activate (hence how they came to be here).  After connecting the sheathe and discussing their issues, Ana went to get some sleep while Alistair wrote the program to capture all of the data from the hyperdrive.

Now having control over when the ship jumped, they decided that, in order to understand where they’re going, they would need to take some jumps to try to derive locational information from the massive data stream they’re getting.  Ana suggested that, looking into the unfettered void is probably not a good thing, and they should put some “blast shields” over the windows.  Pinky heartily agreed (having done so before), and put, manually actuated, shields over each of the windows.

With a “hold onto your butts,” Ana triggered the Hyperdrive.  The ship jumped.  Sherry, apparently remembering being vomited on, passed out.  Ana and Alistair took a quick look at the new data (knowing it would take hours of analysis) as Pinky let them know Sherry was unconscious.

Wells put Sherry in Pinky’s room and the ship’s sensors showed them to be in a densely-populated orbital location.  The ship could identify more than two-hundred additional ships, all in stable orbit around Earth.  Additionally, there was a large space station about fifty-thousand miles away.

Wells used his TK to open the shields so the party could look out.  Pinky was rather concerned as there was no radio traffic.  None of the ships appeared to be under any power, to the point that their running lights were even off.  The ships all appeared to be of a higher-tech design than the Stalwart Empress.  However, knowing that she was a “budget” ship, they probably weren’t in a world higher tech than where she came from.

After some debate, they moved close to one of the ships (that Pinky gently, accidentally nudged).  Wells did a “quick” scan of the ship with his clairvoyance, but, couldn’t find much out.  He didn’t see any bodies, and could only see a short distance, where the ship was illuminated by outside light.

GM (to Wells):  “You think you’ve put your focus near the foot of the stairs, but, it’s pitch black.”
Sherry (OOC):  “And something grabs your leg.”
Wells (OOS):  “That would freak me out.”

Alistair strongly suggested against docking with any of the ships.  Wells pointed out he hadn’t seen any bodies, and Alistair agreed citing that plague victims tended to die in bed, not in their work seats.  Alistair suggested flying to Mars.  After a bit of discussion, Ana and Alistair agreed that going to the Moon would be a better idea.

As they got to the moon, they discovered a moon base.  The automated landing system was active, but there was no radio traffic from the tower or even the automated tower.  The ship landed at a distant pad.  Pinky spent a while trying to talk the party through using vacc suits (and botched several rolls), but it wasn’t until Sherry decided to look for instructions on the suits that the party was able to successfully get their suits on.  Todd needed some extra help, but Pinky was able to secure him.

The five-hundred-yard walk was simple as could be for Pinky, but, with the ill-fitting suits, Ana and Sherry were suffering some problems.  Ana was able to complete the walk, but Pinky wound up carrying Sherry (not a problem for her augmented suit).  

With just a bit of effort, Pinky got the airlock to cycle open for them.  As they stepped in and started the cycle to enter the base we ended the game.
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« Reply #18 on: January 30, 2017, 05:49:35 PM »

Episode X

We were down Alistair for this session, I started making rolls for him, but the lowest thing I rolled was 15, so, I stopped.

The session began with the party cycling into the moon base.  The atmosphere in the base was present by very thin and mostly carbon dioxide, so they were all required to stay in their suits.  After looking around they were annoyed to see that almost everything in the base was not just off, but run from a central computer.  Pinky managed to get a welcome kiosk powered up, but discovered it was only a terminal and required the main computer to be on-line.

Not having any other options, they followed some color banding to search for the main areas. 

They went through the arrival concourse and into the business area, but simply continued along their way.  Pinky and Sherry (who was riding on Pinky’s back) both saw movement out of the corner of their eyes.  Once Todd stated that he saw some very faint green lights moving about, Pinky decided that the dim, tritium emergency lights weren’t sufficient, and spent a couple of hours building a trio of flying search-light bots (Named Billy, Marshal and Samwise).

She slaved Marshal to follow Todd’s head (because if he could see something, he could likely kill it).  She had Billy follow Alistair and kept Samwise for herself.  During this time, Ana succumbed to exhaustion.  Sherry started walking again and Wells carried Ana.

They passed from the business ring into the residential ring and Todd began noticing the occasional apartment door being open.  He chose a room and told everyone he was going to go look inside.  He did a quick scan of the apartment.  In the master bedroom, from under a pile of clothes a mass of flesh and electronics attacked him.  Not having a head, he attacked center of mass (and owing to a critical failure on its first attack, got two rounds of shooting the thing with Warmonger). 

The fight was over before the party could actually understand what was going on.  By the time Pinky got to the room, the creature had already dissolved into a very small pile of dust and debris.  Far smaller than it should have been.  They gathered a few bits (some pamphlets and coveralls) but continued on.  They eventually found the main control room which Pinky had to cut through the fail-secure bolts on the door.

While she was doing this, Wells remote-viewed into the room and said there were no bodies or people in there (not a surprise), but there were four escape pods built into the room, and they were still present.  Once inside, Pinky re-routed power from two of the pods into powering up the control room.  (They used a third pod as a bathroom/atmosphere area so they could get out of their suits and stretch.)  She discovered that the power supplies on the pods were Radialthermal generators running at half their rated power. 

Knowing that these RTGs had a half-life of 14 years (and proper safety protocols), Pinky advised that whatever had happened here happened at least seven years ago, but probably longer.  Alistair managed to get the computer on-line, after having to recover it from the protected archives.  Between he and Pinky, they realized that the base had been on the receiving end of a powerful, directed EMP.  The storage media for the computer was heavily damaged and all relevant data had been scoured from it.

There was enough “leftover” power that they were able to power up the base cameras (that Sherry began using) as well as having enough that it could be “directed” to certain areas to provide a little bit of power.  Ana explained that she could follow the party and give them light, wherever they were.  It made sense that she and Sherry stayed behind at the control room as their suits prevented them from moving quickly of efficiently (their suits were very poorly fit to them as they were for adults and neither of the girls were terribly large).

Todd stayed behind with the two girls, to protect them, in case those monsters came for them.  Pinky realized that the only door into central control couldn’t be locked (she cut the locking bolts), so they couldn’t really secure the room.  She set the last escape pod to take only a short flight and land next to the Stalwart Empress.  She told them, that, if they had to, They could escape through the pod.  Then they could take a short walk to the Empress.  Additionally, she left Marshal with him again, to provide additional light and support (she could see through his cameras).

Alistair, Pinky and Wells headed toward engineering.  They made a quick stop at a supply closet to pick up some atmosphere scrubbers (just in case) but headed on to engineering.  Sherry advised that she could see movement in the shadows and Wells remote viewed into the room and saw six of the creatures milling about.  He knew there were more but could only see six.  He tried making a disturbance, but, due to the low pressure atmosphere, only a couple heard it and moved toward the noise.

Pinky began the process of opening the engineering room door.

Then, in the control room, all Hell broke loose.

Sherry critically succeeded a perception check and noticed something strange happening to her console and made a dodge as one of the creatures burst through her console and Ana’s.  Ana was not so lucky and the creature attacked her, shredding her suit and inflicting critical damage.  Todd saw that a pair of the creatures was opening the main door.

Todd bounced a couple of bullets into the creature attacking Sherry which she then lit it up with her laser rifle (and did horrible things to it at point-blank range).  Todd stepped around the console and took the second creature out (it botched its first HT roll). 

One of the creatures from the door rushed in and dodged Sherry’s laser fire as it charged them.  A new creature dropped down from the ceiling, and blocked the way to the escape pod.  It fired a bone-like protrusion at Todd, who deftly avoided it.

Pushing Warmonger harder than ever before, he opened fire on the new creature.  The other creature, heading toward Sherry, turned as it got close to her and, after being lit-up again by a close-range laser blast, fell onto the expired creature . . . and began merging with it.  Out of ammo, Sherry healed Ana (her suit was wrecked and had no ability to hold atmosphere, but, at least this would keep her from bleeding out in the few seconds left of combat).

After healing Ana, Sherry began reloading her laser rifle.  Tod and the new creature traded fire (and the creature couldn’t roll to dodge worth anything), and, the sixth round from Warmonger finally killed it, replenishing Warmonger’s ER and ammunition.  Todd spun around and shot the other door creature to death before it could merge with the one next to Ana.  He then opened fire on the merging creature requiring another six rounds to bring it down after it took a shot at him with a particle beam it had somehow created in its body (it did not have any snake holsters . . .).

Pinky and the others, still several minutes away, sprinted toward the control room.  No one had, yet, realized that Todd had fired eighteen rounds from a revolver without reloading.  After a quick conversation with Pinky, Todd, carrying Ana, Sherry and Marshal climbed in the escape pod and rode it to the Stalwart Empress.  They were going to stay inside until Pinky and the others got there and could lift them in with the roboarm as Ana had no ability to survive in the vacuum in her current condition (the sixteen HP Sherry gave her wasn’t enough to bring her above -HP, she was still in a bad way).

The other three returned to the control room and Pinky noticed that the pod near where Todd fought the creature that was shooting back, had suffered some corrosion damage. 

Wells identified that it probably meant the creatures were nanomachines (which his player explained that he was basing his entire theory off of knowing his character has seen Star Trek: The Next Generation).  Still, realizing that they could either fly the remaining pod outside, or, potentially have to fight their way out of the base, Pinky piloted the last pod to near the Stalwart Empress.

After Todd’s and Sherry’s pod landed, Pinky noticed (through Marshal’s camera) that something odd was happening to Ana.  Her hair was extending and wrapping around her.  After the nanobot discussion, they decided to have Todd and Sherry abandon the pod and get inside the Empress (leaving Marshal behind to watch Ana).  When Pinky joined them, she set about creating a powerful, directional EMP generator to potentially kill any nanomachines that might have infected Ana.  Not having all the time she’d really have liked to have, they set it up, outside the pod and retreated the Stalwart Empress to a safe distance.  Pinky put the ship half into a crater (she failed her piloting roll, and blamed it on the jitters of having to make the EMP device).

When the EMP went off, the Stalwart Empress survived only losing a couple of minor systems (having a HT of 14 is really nice for a ship).  They returned and found the pod, and Marshal, completely inert.  The chrysalis was unharmed, and didn’t seem to mind being in a vacuum.  They recovered the pod and Pinky turned it into a containment cell to leave the chrysalis in.  She did discover that the pod was approximately one-hundred degrees Fahrenheit, and, somehow, was respirating (it was absorbing oxygen and excreting waste gasses).

They party debated what to do about the chrysalis.  Pinky brought up that she wasn’t sure Ana was actually human to begin with due to the eye-color change and how her presence was turning the blue field purple, and, hey, maybe this was just her body responding to the catastrophic damage she’d taken.  Pinky said she wanted to board another ship and get some equipment, but was vetoed by the entire party as they pointed out that what happened on the Moon Base could happen anywhere here.  And they should leave as soon as possible.

Todd didn’t want to jump until they knew the full situation for Ana, as they didn’t know what the dimensional shift might do to her, as it was somewhat rough on each of them.  They agreed to wait and see what becomes of the chrysalis.
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Bill
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« Reply #19 on: February 19, 2017, 04:18:07 PM »

Due to an unfortunately-timed bout of food poisoning (sorry, Cody--feel better!), as well as the notification that we'll be missing a player for 2/26, the final episode of this original season of Infinite Weirdos has been pushed back.  I will have another episode, that got cut due to time-constraints, aired in its place, hopefully on 2/26.
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« Reply #20 on: March 06, 2017, 05:53:53 PM »

Episode XI
It all comes to this

We concluded the first arc of Infinite Weirdos.  Tied up some loose ends and untied a few new ones.

The party discussed what they were going to do with the Ana-cocoon.  Alistair continued to ask why they had bothered bringing it onboard the Empress, but eventually accepted that the party had the situation well in control and could jettison the containment pod they had made out of the heavily-EMP’d escape pod.

Alistair spent his time analyzing the data from the hyperdrive and trying to figure out how to make use of the power cell-to-mana circuit boards.  Pinky finished repairing the Herkimer, though she did not have a weapon system to put on it yet.  Wells tried to learn all of the nooks and crannies of the Stalwart Empress.  Todd and Sherry took turns keeping an eye on the cocoon.

Alistair:  “That’s not true:  We’ll weld an office chair to the turret and set Todd in it.”
Todd (Mimes twirling his guns)
Alistair:  “And this time the guns are totally under your control.”

After seven days, there came a rapping from inside the pod.  Ana had hatched.  She had gained almost a foot in height and what looked like five or so years.  Alistair cast seek machines (looking for nanobots) several times and each time the only ones he could locate were the one that were expected in the life-support system (filter cleaners).  Pinky got Ana a jumpsuit and ran all of the men out of the cargo bay so she could get dressed.

After eating and getting a haircut (her hair was about five yards long, as it was what formed her chrysalis), Ana and Alistair went over the data and determined that they still didn’t have enough information.  They tried feeding the original hyperspace information (from what they’d gathered on Fallout World) back into the hyperdrive and jumping again.

During the transition, Wells threw up and then passed out while Alistair just lost his lunch.

Pinky:  “Do elves vomit rainbows?”
Alistair:  “No.”

Moments after appearing, Pinky detected a high-altitude airplane (like a U2) as close as it could get to them.  She also noticed a squadron of high-altitude interceptors pursuing the first plane.  After a couple of seconds, the plane transmitted a tight-beam communication directly to the ship.  As the transmission was completed, the interceptors destroyed the transmitter.

They fired a handful of anti-satellite missiles at the Stalwart Empress which simply moved out of the way.

Alistair quarantined the data packet that was transmitted to the ship and hacked into the fighters’ communications.  They determined that someone stole the transmitting plane to send the signal.  The fighters acknowledged that they were not in time to stop the message from being transmitted to “a satellite” but when they tried to shoot the satellite down, it was able to change its trajectory fast enough to evade the missiles.

Alistair and Pinky discussed that the ship was visible to the authorities on the ground, but, really, what could they do about it.  Ana went back to analyzing the hyperdrive data and Alistair decrypted the isolated message.  It was only a set of GPS coordinates.  He went in and hacked the metadata and found the message “knew you’d be there” embedded in it.

They hacked the GPS system to ensure an accurate location, and found the coordinates pointed to a trio of buildings deep in the southern Arizona desert.  Alistair and Pinky explained that the world was TL8, so low-tech compared to them, but average for the others.

The party discussed their options.  Someone knew they were going to be there.  Pinky informed them that, according to the sensor data, the U2 was unmanned, and there is no humanoid life near the buildings. 

Alistair warned them that every capable form of space tracking was pointed at them right now and there’s no way he could spoof NORAD like he did on Wells’ world as they’d be wary of an attack coming.  The best he could hope to do is confuse them for several seconds and spoof localized radar with the ship’s sensors as they came down, giving them an area instead of a precise location.

The party decided to land the Stalwart Empress across the Mexican border and take the repaired Herkimer to the facility in Arizona.  After terrifying some cartel operatives with a massive slab of starship armor, the party left Lovely Assistant and the drone Billy behind to keep an eye on the ship (and, obviously, locked the ship), taking the remaining drone (Samwise, as Pinky hadn’t had the time to repair Marshall) with them.

It was mid-May, so, it was only 110 at 1 PM in the deep desert.  Todd drove them to the exact coordinates, which put the Herkimer between the three buildings.  One appeared to be a large garage, another looked to be a small generator building, and the third, just looked like a cement bunker.

They observed that there were no other tracks around, and the buildings were all partially covered by sand dunes.  Their layout had protected their main doors.

Wells, with is clairvoyance, took a look in the garage as Todd got close to it.  He found it like he mostly expected.  It was dirty and full of dusty sand.  Not unusable, but more than enough to show that there were no footprints he could see.  However, just out of reach from his telekinesis, sitting on a dilapidated work bench, was a brand new metal box.

Wells came back to his body and gave a full report (he critically failed a telekinesis roll to open the garage door and got hard-stunned for a moment).  Alistair hopped out of the Herkimer to try to open the garage door, he managed to open it about a foot (enough to squeeze under) and decided that only Pinky’s in her suit would be able to fully open the door.

Todd decided that one foot was good enough and drove the Herkimer into the garage (playing his On the Edge disadvantage).  Alistair dove out of the way as Sherry headed to the showers (which she decided was the safest place in the Herkimer).

After the panic died down, Alistair and Pinky approached the box.  Alistair did a seek machines looking for bombs and the like.  He discovered that the box was clean, but there were bombs under the facility.  Enough to make it just a memory.  Pinky opened the box and she and Todd noticed that the only thing in it was a single 100tb memory chip.  Something both familiar and unsettling to them both as it was a TL9 object.

Alistair put the chip in a magic “pocket” in the hilt of his sword for safekeeping.  Wells “scouted” the generator shack and discovered that the generators had been cleaned and had about 20 gallons of gasoline ready to go.  After a discussion, they decided not to turn on the generators.

Wells then scouted the last building and noticed something strange in the sand.  Small squares leading from the door, into one of the room.  In the room, he saw what looked like a portable DVD player sitting on a dilapidated desk.  He returned and told the others.  Pinky identified the squares (with little dots behind them) as high-heeled foot-prints, and they determined that Ana, usually, wore high-heels, so they assumed that this was set up by another Ana.

After much debate, Alistair and Pinky retrieved the TL9 holographic entertainment system from the bunker.  Alistair turned off all of the Herkimer’s “advanced” systems and, using the TL8/9 power interface Pinky built, powered the system up.  It gave a familiar boot up and requested some form of media to play.  Alistair put the chip in, and was greeted with another set of coordinates.

After several moments, the display changed to show a large building, with numerous underground levels, including one that was reminiscent of the Road.  It showed a room with power relays and then an order in which to articulate them to open a path through the hexagonal chambers, revealing a single room at the bottom.

It then pulled to a different area, showing a number of cells, which then a video display showed each of the cells were cryogenic chambers, with each one housing an Ana.  It then informed them, through animation that, the name of the building wasn’t important, as it belonged to the Apocalypse Project.

Alistair instructed Todd to take them back to the ship as he and Pinky reviewed the chip more.  They could get data from the various screens and move the display to show numerous ways through the facility.  He decided, once they got back to the ship, he would sacrifice one of the entertainment systems on the ship to fully hack the chip and get at the file-structure, to see what else might be embedded.

As they returned to the Stalwart Empress, Todd chased down several cartel enforcers, but, due to the Herkimer’s large wheelbase and turning radius, didn’t actually run any of them over.

Once back onboard and in orbit, Alistair unraveled the encryption on the chip and was presented with volumes of data about the building and what was going on, including security details.  Including some background information on the Apocalypse Project.  He learned that there were encrypted systems that would have to be hacked to get into the lower sections, and the relay room didn’t have any actual doors.  The information made a point that, A, Sherry had to make it to the bottom chamber and, B, don’t lose this chip.

Alistair:  “Does it say what sort of augmentation?”
GM:  “Apparently ‘Reptilian Augmentation.’”

Alistair pointed out that he’d really like to know who this fixer was for this job, because they’re now doing a run.  And he really wanted to know what the pay was.  He explained his previous life and how Shadowrunning worked.   He pointed out that each one of them would be highly useful on any job, and, in this case, they were all needed for the run.

The discussed their options and decided to do a hot drop and send the ship back into orbit.  They decided to hit the building at night, when all of the potential, legitimate business that might be going on was concluded, and minimize the number of actually innocent people were at a minimum.  They decided to rent a U-Haul to cover Pinky’s suit’s presence and drive to the facility, inside Boston.

Alistair:  “Is there a Wells on this world?”
GM:  “Yeah.”
Alistair:  “I’m charging him for the truck!”
Wells (OOC):  “You asshat.”

Once at the building, Pinky’s sensors detected a concealed door, as well as a number of concealed cameras.  Alistair hacked the camera data and used Simple Illusion spells to cover their approach and hacking of the door.  A glitch spell and another simple illusion covered their entrance.  Alistair and Pinky navigated the party to the main elevator they would have to take to get down to the lower levels.

Pinky was unable to locate a useful node to splice for Alistair to hack into, but, Alistair decided to go the “low-tech” route and using another spell, made the hand-scanner see a previous hand on it.  He applied his own hand for pressure and warmth (and rolled some amazing numbers).  The sensor took a few moments, but, decided, like Dave “Sounds legit; I believe it!”

The elevator opened to reveal a large, brass and red velvet elevator.  The ornate brass made everyone a bit more paranoid.  They located the buttons (all inlaid mother-of-pearl) and discovered that the buttons appeared to be in Hebrew.  As Wells brought his tablet out, Todd just pushed the bottom button.  They discovered that the buttons were labeled “reverse” from high to low, but the elevator did start going down.

When the elevator stopped, Alistair cast a simple illusion of an empty elevator.  It opened to show an ornate hall, with two guards wearing suits and sunglasses (at night).  The two guards turned to look in the elevator, and were both killed with headshots from Todd.  Unfortunately, the incredible volume of Warmonger’s discharge (as well as the less-loud Colt Python) announced the party’s presence.  The lights all turned red, and a low, pulsating alarm echoed through the halls.

Todd and Pinky reviewed the layout of the building and determined that they went too far down to reach the relay room for Wells.  They went back up two levels (thereby tying up one of the elevators for longer) and were greeted by the guards firing blinding into the elevator. 

Alistair recognized the weapons a light gauss needlers using some strange ammo, but they were not able to penetrate either his armored jacket or Pinky’s engineering armor.  Two more headshots (separating one of them fully from their head) and there were two fewer guards. 

Alistair led the party through the facility, to the relay room (and got a critical success on his stealth roll).  Alistair talked Wells through the series, and Wells did it wrong (botched his roll), costing them significant time.  Wells was able to make his roll after some resetting.  As he finished, at the end of the hall, a red battlesuit stepped into the hall, its arm gatling-cannon spraying a gentle caress of bullets into the area (it’s a 5d pi attack that did 8 points . . .).

Pinky pointed out that her suit could take that all day, but someone might want to do something about the missiles on its stubwings.

Sherry (OOC):  “Wait, there are missiles?  Does it have a skull mask for a head?”
GM:  “No, but that would be cool.”
Sherry (OOC):  “I’m just sayin’, this sounds like a RIFTS villain.”

Todd managed to take out one of the missiles, then discovered that, without his Penetrating shot imbuement (which he could not make he couldn’t penetrate the armor).  Sherry lit up the armor with her laser rifle, taking out one of the missiles, and doing some heavy damage to the suit.  Pinky’s plasma rifle knocked the thing back a step, and managed to take out a third missile.  Alistair, aiming along with Sherry, hit the last missile, and gently caressed it with blaster bolts (he hit it with all three, the first two did 5 points of damage each), however, the missile critically failed it’s surge roll and decided that it was both armed and impacting, exploding on the suit.

Pinky was covered in entrails and Sherry (rolling a 17 on her dodge) managed to catch part of the suit’s head, freaking the poor little girl out.

Knowing that their path was open (and getting to see Todd reload Warmonger for the first time), the party ran to the road chamber.  Alistair noticed that, while it looked very similar to the road, the pylons were obviously either obsidian or basalt, depending on where you looked in the room.

They found an ornate, brass cage elevator, which they all climbed into.  The elevator took them down into a stark, white room.  The only features were the hole in the ceiling they came through, the elevator, and a single, white door against one wall.  Pinky left Samwise to watch the elevator and the party stepped through into the next room.

There was a dais in the room with a young, white-haired girl laying on it.  The girl was not another Ana.  However, there was an Ana standing behind the dais, watching them.  They noticed her eyes were purple, not blue, like most Ana’s when they weren’t “being smart.”

She told the party they could call her “Ana” if they wanted to, but that she was “The Source.”  She admitted that she was created by the Apocalypse Project, but that Carmen, the white-haired girl, had helped her to escape.  Now, she wanted to repay Carmen’s kindness by having Sherry remove the last three years of Carmen’s memories.  The Source moved her hand over the girl and she visibly regressed in age to be about Sherry’s age.

Sherry and The Source discussed this, as it wasn’t something Sherry liked to do.  The Source explained that she could give Carmen that time back, but she couldn’t remove the memories.  And everything she had suffered through, no one should have to remember.  She assured Sherry that Carmen would only be losing a day of that time, as, the path the Stalwart Empress was taking through the fourth dimension would end at Carmen’s world, the day after she was abducted.  So, once this was done, the party would take Carmen home, and be done with all of this, admitting that between Pinky, Alistair and their Ana, they’d figure out how to use the drive.

Alistair asked what would stop the people who grabbed Carmen the first time from getting her again.  The Source explained that “they had been taken care of.”

She explained, when asked, that she was responsible for the Stalwart Empress being put in the party’s path.  She explained that they had to find a ship where the crew was going to die, anyway, and simply change the manner of their deaths.  She also explained that, when they were done, stepping out the door, would put them outside, in the parking lot, next to their truck.

Sherry, grudgingly, agreed to do what The Source asked.  After she was done, The Source picked Carmen up and handed her to Wells.  The party, after recalling Samwise to their location, stepped through the door and found themselves in the parking lot, like The Source had said.

Sherry (OOC):  “Why couldn’t she just put us back on the ship?”
GM (OOC):  “Because you didn’t ask her to.”

They drove to a save spot and had the Empress come back down.  They boarded the ship and sprinted back into orbit.  Once there, they triggered the hyperdrive, traveling to Carmen’s world.  The chip contained all of the access codes for the world’s observations, so Alistair easily spoofed them, landing undetected.  Their Ana woke up during the landing process.

Wells, Todd, Pinky (sans suit) and Sherry, took the still-unconscious Carmen to her address, and, Pinky and Sherry (being the least offensive appearing in this situation) turned Carmen over to her ecstatic parents. 

As they got back to Wells’ car, they were flashbanged, and a group of homeline ISWAT were confused, as they didn’t recognize Todd, and were wondering “where the black guy was” but, they grabbed the stunned Sherry, hopped into a conveyor and disappeared.

Back at the Stalwart Empress, Alistair was bringing their Ana back up to speed on everything that had happened while she was “off.”  During their discussion, all of the emergency alarms went off.

Alistair:  “All of them?”
GM:  “Yes, all of them.”

Alistair discovered someone was remotely hacking the Empress and had set her reactors to go critical and detonate.  Alistair struggled against the hackers (but couldn’t beat their 5).  He decided to activate the hyperdrive, to jump, and buy them some time for him to undo the damage that was done.  He activated the hyperdrive (with a 15) and the Stalwart Empress vanished into the Time/Space continuum.

And that, was the end of season one.
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tshiggins
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« Reply #21 on: March 24, 2017, 09:27:09 AM »

Nicely done, Bill. The campaign is a bit more high-powered than I prefer, but I know that's right up your alley, and it looks like everybody had a lot of fun.  Cool
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« Reply #22 on: March 24, 2017, 11:38:50 AM »

Crystal has gone to Hero Forge to get a figure made for Pinky as she says she's now her favorite character.  When she gets the figure, we'll see about getting a picture and posting it.

Now, I just have to figure a good way, that only takes one or, at most, two session to get them back together.  I have a couple of ideas I'm working out for that. 

Then, see how they decide to go about finding and rescuing Sherry.

However, Cody's girlfriend's schedule changed and she now works on Sundays so, he will be losing those days (has to watch her daughter).  So, the next season is on hiatus until after Teen Supers and until Cody can be free on Sundays. 
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« Reply #23 on: March 25, 2017, 10:50:18 AM »

Nicely done, Bill. The campaign is a bit more high-powered than I prefer, but I know that's right up your alley, and it looks like everybody had a lot of fun.  Cool

I've had a lot of a fun with campaigns at all power levels. My all-time favorite as GM started the PCs at 50 points, as did both of my westerns, but my 500-point Shadowrun one-shots are usually a blast.

I've been thinking about a high-powered (say 500-750 point) TL 0 cave super campaign. Anybody interested in something like that?
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« Reply #24 on: March 26, 2017, 12:42:39 PM »

CAPTAIN!  CAVE!  MA-A-A-A-A-AN!
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« Reply #25 on: March 26, 2017, 01:16:23 PM »

CAPTAIN!  CAVE!  MA-A-A-A-A-AN![/url]

That'd be a pretty easy build... all he needs is what, Super ST, Flight, Gizmos x10 or so, and three musician / secret agent Allies (AKA Josie and the Pussycats).
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Player | GM | Masochistic Setting-Adapter | Kallisti | Level 5 Cleric of the Cult of Stat Normalization - Stats For The Stat God! BELLS FOR THE BELL CURVE!
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« Reply #26 on: March 27, 2017, 02:21:58 PM »

On the other tentacle . . . our kitchen sink faucet suffered a catastrophic failure and flooded the kitchen and part of the basement.  So, it is the suck and gaming is on hiatus until that gets all taken care of.
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« Reply #27 on: March 27, 2017, 04:58:06 PM »

That really sucks. My place is a mess, but you're welcome to it if you need a centrally-located game space. You've been here before, you know what's here. Just give me advance notice; new girl has Sundays off, so I'd rather be at her place if you're using mine.
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« Reply #28 on: March 27, 2017, 05:45:04 PM »

I greatly appreciate the offer, but, with the exception of Crystal, we're all EBA people.  We'd probably co-opt one of the gaming rooms at Crit Castle.  But, we're not sure yet.  We just need to find space to put things (space is a rapidly diminishing resource).
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« Reply #29 on: March 31, 2017, 12:18:43 AM »

I greatly appreciate the offer, but, with the exception of Crystal, we're all EBA people.  We'd probably co-opt one of the gaming rooms at Crit Castle.  But, we're not sure yet.  We just need to find space to put things (space is a rapidly diminishing resource).

I didn't mean game space, specifically. I have a lot of room, in general.  Anyway, you and Kim and everybody else are welcome to my place if you need it.
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Player | GM | Masochistic Setting-Adapter | Kallisti | Level 5 Cleric of the Cult of Stat Normalization - Stats For The Stat God! BELLS FOR THE BELL CURVE!
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