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Scene: The Underground, The Abyss Towers.

Posted by Mender PhantasmFor group 0
Mender Phantasm
GM, 43 posts
Sun 19 Nov 2017
at 19:59
  • msg #1

Scene: The Underground, The Abyss Towers

The Underground, as it is most often called, is a series of man-made subterranean levels underneath the overland geographical location called 'The Abyss', where colossal skyscrapers stand upon a multilevel man-made foundation. Formally existing as a relatively unused geographical location - a chasm, enterprising engineers took to the notion that 'filling the hole' would be profitable and provide stable infrastructure. So upward they built creating the gleaming towers above the gritty underbelly that keeps it all going - a cyberpunk paradise.

Crey Security are a common sight, as a sort of proving ground, in the efforts to keep a local cyberpunk gang in check known as 'The Freakshow'. There have been times where Crey Security got a little overzealous, but Crey Industries assures such personnel do not act on behalf of the company's interests. The Freaks, on the other hand, thrive in the rather sporadic and generally ineffectual attempts to enforce common law, and often take it to the hilt - throwing raves and parties that explicitly end up causing severe property damage, often in or around areas particularly sensitive to wholesale vandalism. A black market arms and narcotics industry thrives in the underground.

Scene Distinctions: Cyberpunk Dystopia, Levels & Tunnels, Damaged Conduit and Poorly Lit, Gloomy & Muggy.

Freak Mob: 3D6
Guns D6
Combat Novices D6
SFX) Freak Rampage: Add a D6 and gain an additional effect die for every additional target.
LIM) Mod Coherency: Mod die can be targeted separately by Area Attacks.

Freak Shocker D8
Electric Blast D8
Hover D6
Enhanced Durability D8
SFX) Tesla Cage: Add a D6 and step up the effect die when using Electric Blast to create an immobilizing electric prison.
LIM) Cyberpunk: Add a D6 to the Doom Pool when effected by tech complications and events.

NPC/PlayerPhysical Stress/TraumaMental Stress/TraumaEmotional Stress/TraumaAssetsComplicationsResourcesPlot Points/Doom Pool (Opportunities)
Freak Mob 3D60000003D6 (4 Opps)
Freak Shocker0000D12 Intimidated by UV (Complicated Out Of Scene)0-
UV0000002
Husk000Freak Disguise D10001

This message was last edited by the GM at 16:38, Tue 21 Nov 2017.
Husk
player, 4 posts
Sun 19 Nov 2017
at 21:53
  • msg #2

Scene: The Underground, The Abyss Towers

Amid the concrete warrens and forgotten subspace beneath the bustling urban skyline there lived all manner of people, who for whatever reason, had found themselves out of sight, out of mind, and mostly forgotten by a world that could not be bothered to deal with them.

Among them, the Freak Show, a poor excuse for a family for those who had tried to set themselves apart, claim some precious shred of belonging, notoriety or recognition all through the wonders of technology and cybernetic enhancement. With a hierarchy that approached tribalistic anarchy, and a culture that did not concern itself overmuch with things like security or access control, it was not terribly difficult for one to blend in.

With so many coming and going, what was one more?

And so it was that Husk had found himself among them, a matter of convenience really, a means to an end and with a fascinating insight into a world he had long since been a distant observer to. The gleaming chrome, the alien slang, it was almost enough to make you forget their gross lack of discipline, purpose or dignity. Almost.

For nearly a week now, they had unwittingly provided all the amenities he required for the task at hand, but strangely enough another, a woman who was clearly not part of this frenetic rabble, had been lurking on the periphery...trying to accomplish, what exactly?

He was not sure, but he was very interested in finding out...

15:50, Today: Secret Roll: Husk rolled 3,8,6 using d10,d8,d6 with rolls of 3,8,6.  Afilliation, Biomorphic Shapeshifting, Low Light.

14:45, Today: Secret Roll: Husk rolled 8 using 1d8.  Crime Expert, Convincing Cover.


Total: 16
Effect: D10
Opps: 0

This message was last edited by the GM at 02:07, Mon 20 Nov 2017.
Mender Phantasm
GM, 44 posts
Mon 20 Nov 2017
at 02:40
  • msg #3

Scene: The Underground, The Abyss Towers

For what little time he had to prepare, certainly not exceptional work by any stretch of the word, is clearly more than enough to befuddle the mob. Some even go so far as to call Husk out by a name that he can only assume is the Freak gang member he appears to be in the relatively poor lighting. Certain of his cover, Husk feels confident he'll go unopposed as long as he doesn't engage in any kind or sort of behavior that would blow his cover...

Today: Secret Roll: Mender Phantasm, for the NPC Doom Pool, rolled 6,3,6,3 using d6,d6,d6,d6 with rolls of 6,3,6,3.  Possible flaws in disguise.

Total: 12
Effect: D6
Opps: 0


OOC: Your 16 beats a 12, so while not exceptional...you successfully create a very convincing disguise (D10 Convincing Disguise Asset), easily enough to foil casual suspicion.

Next: UV and what action she plans to take. :)

This message was last edited by the GM at 03:09, Mon 20 Nov 2017.
UV
player, 2 posts
Mon 20 Nov 2017
at 05:48
  • msg #4

Scene: The Underground, The Abyss Towers

UV listened, unaware that she had been discovered by another. Her mind raced immediately to the possibility that someone was getting the brunt of some electrotherapy. Confident in her own abilities, bolstered by her infiltration, and mind clouded by the possibility of claiming her first victory as a hero(even if she wasn't quite sure what those conditions were), UV settled on a plan. With a flash, she "blinked" into the mass of Freaks, close enough to allow her to speak with what she assumed was the leader. Her coronal aura gave off a shimmering, golden light and about as much heat as a fireplace. "I have some questions," she said in her best villain tones. She had never been great at the intimidation, but she could look scary without much effort.


1) INTENT: Intimidate the Freaks!
2) AFFILIATION: Solo D10
3) DISTINCTION: Coronal Aura D8
4) TRAITS: Superhuman Speed D10
5) SPECIALTIES: Menace D8
6) ASSETS: None available
7) PUSH/STUNT or RESOURCE: None
8) TARGET STRESS: None
9) TARGET COMPLICATION: None
10) SFX: None
11) LIM: None
12) DICE POOL: 2D10 + 2D8
13) RESULT: 14
08:47, Today: Secret Roll: UV rolled 14 using 2d10+2d8.  Intimidating the Freaks!
3XP- When you emotionally stress out an opponent with a Menace specialty using your reputation as a villain


Total: 14
Effect: D10
Opps: 0

This message was last edited by the player at 06:18, Tue 05 Dec 2017.
Mender Phantasm
GM, 45 posts
Mon 20 Nov 2017
at 17:03
  • msg #5

Scene: The Underground, The Abyss Towers

The Freak Shocker practically plows headlong into the demolished wall as UV appears beside him, moving so fast as to seem to literally appear out of thin air! Pulling himself out of the ruin, he snarls and spits out bits of rubble an arcs elecricity menacingly...until he gets a good look, and then visibly pales.

"Corona?...oh drek..." mutters the Freak Shocker as he gives a frantic glance towards the rest of the mob.

"Questions?...yeah, yeah, questions, okay...sure, when did Hero Corps start using muderers? They running outta junior leaguers?" sputters the Freak Shocker, clearly shaken senseless, looking as if he had his way... he'd be somewhere else.

OOC: The Freak Shocker has nothing but his own particular die rating - D8, and modicum of courage he can muster from the presence of the rest of the gang members (3D6). I seriously doubt the Freak Shocker is going to succeed resisting and will most likely be stressed 'out of scene' (technically meaning, since the Freak Shocker was only a 'minor character', attaining a D10 or higher will reduce him to a compliant stooge). I'll go ahead and include a scene distinction - Cyberpunk Dystopia D8 because they're still on what they consider their 'home turf', so that helps...somewhat.

Today: Secret Roll: Mender Phantasm, for the NPC Freak Shocker, rolled 4,1,1,3,3 using d8,d8,d6,d6,d6 with rolls of 4,1,1,3,3.  Resist Intimidation.


Total: 7
Effect: D6
Oops: 2


OOC: Your 14 easily trumps his 7, exceeding by five, stepping up your effect die by one step to D12. What bravery the Shocker possessed fades into obscurity like a static discharge. UV's fairly certain the Shocker isn't going to do anything but be on his best behavior...having a reputation seems to help, having a reputation as a hero instead of a criminal would be nicer, though. The Freak Shocker has a D12 Intimidated Complication, essentially no longer an active participant in the scene besides for narrative purposes.

Next up: The Freak Mob. :)
Mender Phantasm
GM, 46 posts
Tue 21 Nov 2017
at 03:46
  • msg #6

Scene: The Underground, The Abyss Towers

The mob of Freaks pauses momentarily at UV's sudden appearance, but when the Freak Shocker goes all pale and complacent...one particularly brave, or perhaps stupid (hard to tell with Freaks), apparently gets his knickers in a twist and shouts, "Oy! Lookit Snap! Gone all white an' lily! Bloody turncoat!"

Turning to the others, he brandishes his firearm and says, "Advancement opportunity, mates! FRAG THE BAITCH!"

...and true to Freak standards, the underground warehouse becomes a deafening cacophony of discharged rounds, and while the concept of accuracy is something most of the mob failed to address, it makes the situation no less dangerous as the poorly lit area becomes strobe-lit  with muzzle fire and ricocheting munitions...mostly directed at UV.

Amid the general disarray, one Freak draws a hatchet and screams "Anarchy NOW!" Charging past the Freak Shocker, he sinks his ax into the conduit the Shocker was working on.

Mob 3D6
Guns D6
Combat Novice D6
SFX - Freak Rampage: Add 1D6 and keep an additional effect die for every additional target.

Today: Secret Roll: Mender Phantasm, for the NPC Freak Mob, rolled 2,4,1,5,1,4 using d6,d6,d6,d6,d6,d6 with rolls of 2,4,1,5,1,4.  Attack UV and cause mayhem.


Total: 9
Effect: D6, D6
Opps: 2


OOC: While not a terribly difficult total to beat, the other effect die is going to be used to step up the Doom Pool from 4D6 to 3D6 and 1D8...which will be spent to create a Scenic Distinction - Damaged Conduit. The Freak responsible for damaging the conduit gets blasted across the warehouse in a shower of luminous sparks and arcing static (probably why the Freak Shocker was working on the conduit instead of the others). Still, with so many, the loss of one Freak doesn't effect the overall mob size. I will need a reaction roll/post from UV to avoid D6 Physical Stress, then it will be next action turn. Husk is not targeted by the barrage so he doesn't need to make a reaction roll.
This message was last edited by the GM at 04:35, Tue 21 Nov 2017.
Husk
player, 5 posts
Tue 21 Nov 2017
at 05:20
  • msg #7

Scene: The Underground, The Abyss Towers

Husk, who was looking wholly unremarkable amid his Freak disguise, could not help but stare along with the others as the woman in question more or less materialized right in the middle of the gathering. Not only was she apparently confident enough, and capable enough to cause the de facto leader of the pack to go pale, but from the sound of things, she had a history to match.

Corona he thought to himself with his hands shoved in the pockets of his patched up jacket. Interesting...

He had expected something of a parley, a meeting of the minds, many some demands to be issued...information exchanged. What he most certainly did not expect was the suicidal charge of the hatchet wielding saboteur and a full on fusillade of small arms fire.

He broke into an amused smile, his teeth highlighted in the nearby staccato muzzle flash of the tricked out pistols and brass spitting sub-machine guns. Very interesting...


UV
player, 3 posts
Tue 21 Nov 2017
at 06:01
  • msg #8

Scene: The Underground, The Abyss Towers

UV could recognize the situation turning against her. She needed time to think and some to plan her next move. Taking advantage of the underlit atmosphere, UV performed a series of acrobatic flips and handstands, relying on that and her own durability to survive the withering hail of bullets. The combination of her natural speed, Olympic training, and combat training was a difficult defense to overcome and she stood tall in the middle of the gunfire, avoid or deflecting the worst of it.



1) INTENT: Survive the gunfire!
2) AFFILIATION: Solo D10
3) DISTINCTION: Coronal Aura D8
4) TRAITS: Enhanced Durability D8
5) SPECIALTIES: Enhanced Durability D10
6) ASSETS: None available
7) PUSH/STUNT or RESOURCE: None
8) TARGET STRESS: None
9) TARGET COMPLICATION: None
10) SFX: None
11) LIM: None
12) DICE POOL: 2D10 + 2D8
13) RESULT: 22
08:57, Today: Secret Roll: UV rolled 22 using 2d10+2d8.  Survive the gunfire.


Total: 16
Effect: D8 (D10 Exceptional Success)
Opps:0

This message was last edited by the GM at 16:14, Tue 21 Nov 2017.
Mender Phantasm
GM, 47 posts
Tue 21 Nov 2017
at 16:13
  • msg #9

Scene: The Underground, The Abyss Towers

With exceptional ease, UV deftly and gracefully avoids the majority of the gunfire making the mob's effort seem comical by way of comparison. Even what few manage to score a grazing shot find her Coronal Aura more than capable of repelling the rounds like droplets of water skittering across the surface of a scalding hot cooking iron. The Freak Shocker simply raises his arms and backs way against the wall saying, "Sorry Guv! T-They just followed me...I-I don't know who they are!" but his paltry attempt at brushing off accountability is drowned out by the drone of discharging firearms.

OOC: Okay, next turn - Husk, UV, what are your plans to quell the 'Freak Rampage'? Dun Dun Dun! :)

NPC/PlayerPhysical Stress/TraumaMental Stress/TraumaEmotional Stress/TraumaAssetsComplicationsResourcesPlot Points/Doom Pool (Opportunities)
Freak Mob 1D60000001D6, 1D8, 1D12 (6 Opps)
Freak Shocker0000D12 Intimidated by UV (Complicated Out Of Scene)0-
UV0000001
Husk000-002

This message was last edited by the GM at 20:04, Sat 25 Nov 2017.
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