Trial Run - Legwork.   Posted by Game Master.Group: 0
Game Master
 GM, 10 posts
Sun 2 Sep 2018
at 07:04
Trial Run - Legwork
The Legwork phase allows you to make downtime moves to plan and research your upcoming run.

During the legwork phase, characters search for information, speak to contacts and other NPCs, purchase or otherwise acquire equipment, get assets into position, and discover details that will help flesh out the mission. Details discovered in this fashion are awarded through moves taken during the legwork phase.

When you uncover a detail, the player gets to establish what the detail is, and why it is important.

Such details are subject to GM approval, of course.  No details that are one-shot mission solvers, mission-evaders, and other things that give too much advantage are out.  Nonetheless, the details can be any number of things - floor plans, passwords and keycards, security protocols, etc.

Every detail you establish gives the GM one Complication Point.  All of the information you gather is true, BUT complication points are turned into additional wrinkles in the course of the run - minor inaccuracies, omissions, or otherwise things getting more interesting than anticipated.
Game Master
 GM, 13 posts
Mon 3 Sep 2018
at 04:10
Trial Run - Legwork
The following moves can be used in Legwork.  Some allow you to uncover a detail (by either doing research on the target of the run, or by hitting up your contacts for information) and define it, others give other benefits.

  • Citation Needed
  • Pull Strings
  • Hit the Books
  • Go Shopping
  • Build a Legend (Face)
  • I Know A Guy (Face)
  • Contracts Available (Mercenary)
  • Field Trial (Mercenary)
  • Gun Cage (Ex-cop)
  • Pharmacy is Open (Street Doc)

Sonnet
 player, 6 posts
Mon 3 Sep 2018
at 17:01
Trial Run - Legwork
I want to start with Jiminez. I'll give Alicia a call, see if she might have a way to get a peek at her notes. If she was close enough to kill she might have some useful leads scribbled down.
While I wait to hear back from her I'll make a side trip to the morgue, see if I can't talk my way to a chance to look at the body. Longer shot, but I *might* see something interesting.
Game Master
 GM, 14 posts
Mon 3 Sep 2018
at 17:32
Trial Run - Legwork
quote:
13:09, Today: Game Master, on behalf of Sonnet, rolled 11 using 2d6+2.  Pull Strings: Hit up Alicia for information on Jimenez.


That's a Full Success.  You don't need to wait, irritate her, or provide anything in return to get her assistance.
Alicia - Ambitious Journalist
Mon 3 Sep 2018
at 17:34
Trial Run - Legwork
"It's funny you should ask, Sonnet.  I've already taken an interest in this one... Disturbing, certainly.  I don't have confirmation the Azzies geeked her for what she was looking into, but it's definitely making me think twice about chasing these leads myself."

"I did manage to get a copy of her notes.  I'll send them over.  Let me know what you find out, okay?"

You can establish a Detail you learn from Jimenez's notes.
Pax
 player, 5 posts
Mon 3 Sep 2018
at 17:45
Trial Run - Legwork
Can I hit the books? Pax would like to make sure she studies up on which spirit(s) lay claim to the factory so that if she has to talk to them she'll have a better chance of not insulting them. (Is that a valid example?)
Game Master
 GM, 16 posts
Mon 3 Sep 2018
at 18:21
Trial Run - Legwork
Absolutely.  This move will grant you Prep points, which it sounds like you plan to use on interactions with Spirits later.  Normally the move takes two days which is all the time you have - I'm happy to handwave that to "you use all your available time to prep before the run".

Pax pores through both her family's personal libraries and the resources available through the university.  She hasn't delved too deeply into the details of city spirits before, and there are a delightful plethora of them!  Who knew their ecosystem was every bit as complex as any natural one!

Furthermore you do a little reading on Aztlaner magic.  Notably, in Aztlan the practice of Blood Magic is permitted, at least in certain official, religious or government-sanctioned capacities.  The section on this is disturbing in the extreme, and you close the book before giving yourself nightmares somewhere in the middle of the section on Blood Spirits.  The topic is so forbidden that the university doesn't actually teach anything about it and you wonder if you should even be reading this.

The move requires no roll.  You gain one Prep to use in the course of the run for +1 to any roll.  I'm going to house-rule that Prep is spent AFTER the roll is made.
Oni
 player, 3 posts
Mon 3 Sep 2018
at 19:36
Trial Run - Legwork
Oni is going to research the security the Azzies are using, whether Knight Errant or a more techie approach. Is that Hit the Books or something else?
Game Master
 GM, 17 posts
Mon 3 Sep 2018
at 20:37
Trial Run - Legwork
Depends whether you're trying to learn interesting and useful facts, or trying to be better prepared to face them when you get there.  We discussed and you're going with Citation Needed.

quote:
16:30, Today: Game Master, on behalf of Oni, rolled 6 using 2d6+1 with rolls of 1,4.  Citation Needed: Learning about Azzie security measures.


You spend a day reading up, but aren't able to locate anything you didn't already know.  As the top corp in the magical industry, the Azzies are known for widely employing security mages on top of their mundane security.  They are also somewhat notorious for their massively-escalated response against any other corp that moves against them.

Lastly, you know that the megacorp's security forces and the Aztlan National Army are basically one and the same.  Although they are technically separate, the corp and the state work in seamless conjunction in matters military and otherwise, and deploy their forces alongside each other routinely.

This is all common knowledge on the subject.  Sadly none of it reveals an actual Detail for the run.  You can mark 1 XP for the failed roll.
Notes from the late Ludmila Jimenez
Tue 4 Sep 2018
at 00:32
Trial Run - Legwork
Sonnet finds Details on the location of the contraband in Jimenez's notes.

I've watched three different deliveries come in over the past week.  All are under heavier guard than makes any sense for foodstuffs - you'd think it's the food riots of the late '90s again!  But some have especially heavy guard - at least double the others, and bigger guns, too.  It was immediately obvious those were the important ones.

I got a look at the contents of the trucks.  All the crates look the same and some clearly do have stuffer bars and unprocessed soy and similar crap in them.  Others don't - I haven't been able to see how they tell them apart, but they unload those first, and not to the main storage area.

I got a peek at where they took the "special" crates on the third day.  They went into the receiving offices and out of sight for several minutes, then came back empty handed.  I think there's some kind of hidden door in there - if I had to guess, there's a basement level where they're keeping it.

There are about 3 crates of "special deliveries" with each truckload, and I'm not yet sure how often they come.  More observation is needed.  No sign they've spotted me yet.  This jammer rig was an excellent investment.

The Detail revealed (the location of the illicit stuff) is incontrovertibly true.  The GM gains a complication point that can be used to introduce a snag or other twist to this fact or to another aspect of the run.
Pax
 player, 6 posts
Tue 4 Sep 2018
at 04:00
Trial Run - Legwork
All of this research leaves Pax rather concerned about magical influences... She discusses her worries with Inzhu, and then decides that she doesn't want to risk sending Pariya to scope things out since it could turn bad, and makes preparations to Astral Project and take a look-see.

Her main goal is to figure out how to get inside the building, or if there's warding to enter the building, which I think you can only tell from the Astral Realm?
Inzhu
 NPC, 3 posts
 İrşi
 Mentor Spirit of Air
Tue 4 Sep 2018
at 04:06
Trial Run - Legwork
Inzhu's response is alarmed.

"Sevgili!  Please, do not risk yourself!  Pariya is happy to go, surely, and even if she is seen she will not be truly harmed!  This is very dangerous my student..."
Game Master
 GM, 19 posts
Tue 4 Sep 2018
at 04:09
Trial Run - Legwork
Inzhu is right that a spirit cannot be truly harmed from such a mission.  Spirits are usually only banished, not truly killed, except as a result of a lengthy astral quest to do just that.

You are correct that you would need to view the site astrally in order to determine if there are wards or other magical defenses in place.
Pax
 player, 7 posts
Tue 4 Sep 2018
at 04:12
Trial Run - Legwork
"Ah, but Hocam!" Pax pauses, a retort fading on her lips. It is dangerous either way. She merely would prefer risking herself than Pariya, and yet... Inzhu has just provided an out. A way to avoid this creepy building for another day. Part of her is ashamed at how easy she is to convince, but in the end Pax acquiesces. "I will have to find something particularly shiny for Pariya, though... Better than that cake tin last time..."

(I will let Pariya go instead, with careful instructions to STAY SAFE PLEASE. Banishment is not fun.)
Game Master
 GM, 20 posts
Tue 4 Sep 2018
at 04:34
Trial Run - Legwork
The results of Pariya's scouting have been posted in the Azzie Facility thread.
Red
 player, 5 posts
Tue 4 Sep 2018
at 08:28
Trial Run - Legwork
After hearing what Sonnet had to say about the reporters notes Red goes to talk with Saoirse, "That reporter mentioned something about a jammer rig that let her avoid the security systems .. at least till it didn't.  Given that we're not going to have a hacker backing us on this run do you know where we could get our hands on something like that.  I'm a bit flush right now, nothing ridiculous but if you could find anything it would be really helpful"
Saoirse
 NPC, 1 post
Tue 4 Sep 2018
at 17:01
Trial Run - Legwork
quote:
12:50, Today: Game Master, on behalf of Red, rolled 4 using 2d6 with rolls of 2,2.  Go Shopping: Jammer rig (Infiltration Kit)


"Jammer kit, huh?  I've heard of those, I think.  They also call them Infiltration kits.  The good news is they're technically legal, which makes it easier.  The bad news is... I'm really not sure who can hook you up.  Sorry Red." She slides you a hot cocoa. "Careful out there, alright kiddo?"

Sadly you're unable to find a lead on buying one of these within the time available.  Mark XP.
Game Master
 GM, 21 posts
Tue 4 Sep 2018
at 23:14
Trial Run - Legwork
quote:
19:11, Today: Game Master, on behalf of Oni, rolled 10 using 2d6+1 with rolls of 3,6.  Citation Needed: Sewer layout around the facility.


Oni sets out to do some matrix-based research on the sewer layouts in the vicinity of the facility.  With relative easy, he locates public records that show a clear route - there's an abandoned building a few blocks away that should provide an entrance, and identifying the drainage grate at the bottom of the facility is easily done.

Do you wish to scope out the tunnels in person in advance of the run?