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14:05, 25th April 2024 (GMT+0)

MISSION ONE: FIXING THE DAFFODIL INCIDENT.

Posted by The GMFor group 0
Elern
player, 20 posts
Err was this guy not
a human when he join
Sat 14 Aug 2021
at 22:51
  • msg #43

MISSION ONE: FIXING THE DAFFODIL INCIDENT

Elern quickly works out that this could go very wrong with Smith knack of doing things.
He check in the pocket to see if an id card for the guard.  Looking at he he reads out.
I am guard Tim Willow.  What your guards name smith?
Remember we found this creature by the fence and we taking him in to talk to him.  We found him so we get to interrogate him.
  Giving Smith and idea of who to handle this.

Elern checks his watch to see if it has a plan of the base to help him direct the group.  How to use the vehicle and idea of the number people in the he compound.  He checks Chukk'Chee.  Then moves the vehicle back to the guard house.  Looking around to see if any other guards around.

OOC:
23:44, Today: Elern rolled 10 using 3d6 with rolls of 1,6,3.  Possible 3 dice.  Trait(1) Item(2) Motivation (3).
Seeing smith does not seem to know what he doing Elern take the lead.

This message was last edited by the player at 22:52, Sat 14 Aug 2021.
Smith
player, 47 posts
Disgruntled Human!
Who, me? Just sabotaging?
Sun 15 Aug 2021
at 05:45
  • msg #44

MISSION ONE: FIXING THE DAFFODIL INCIDENT

"Oooo, Tim Willow. I'll be playing the part of MegaCorp guard extraordinaire..." Smith pauses trying to read the borrowed guard badge he's wearing upside-down from his perspective  "... Smythe!? You've got to be kidding me, that just drains any fun right out of this!"

With Elern taking control of the skimmer Smith hunches back into his seat and tries to hide his disappointment with a subtle pout.
This message was last edited by the player at 05:46, Sun 15 Aug 2021.
The GM
GM, 80 posts
Sun 15 Aug 2021
at 21:03
  • msg #45

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT


The new "guards" and their "prisoner" pilot the skimmer back into the base.

There are other guards walking around. They don't pay much attention to the party-- at first.

They pay a bit more attention when they actually notice the scav "prisoner."

A guard at the corner of the building on the far left motions you over toward him...
Smith
player, 48 posts
Disgruntled Human!
Who, me? Just sabotaging?
Mon 16 Aug 2021
at 15:46
  • msg #46

MISSION ONE: FIXING THE DAFFODIL INCIDENT

Smith mumbles out of the side of his mouth;

"Do we wave back and just keep going or deal with this goon up close and personal?"
Chukk'Chee
player, 33 posts
Scav Mayhem-Maker!
With nunchuks!
Mon 16 Aug 2021
at 16:48
  • msg #47

MISSION ONE: FIXING THE DAFFODIL INCIDENT

"I don't think it's a good idea to ignore him," Chukk said quietly. "Go see what he wants."
Smith
player, 49 posts
Disgruntled Human!
Who, me? Just sabotaging?
Mon 16 Aug 2021
at 20:24
  • msg #48

MISSION ONE: FIXING THE DAFFODIL INCIDENT

"Alright Tim Willow, will you do the honors and take us to see what he wants?"

Smythe returns a wave to the guard hailing them

"Maybe drive us around the corner of the far left building so we only face the scrutiny of that one guard. You know, in case our 'prisoner' somehow gets loose..."
The GM
GM, 82 posts
Tue 17 Aug 2021
at 14:57
  • msg #49

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

Smith:
"Alright Tim Willow, will you do the honors and take us to see what he wants?"

Smythe returns a wave to the guard hailing them

"Maybe drive us around the corner of the far left building so we only face the scrutiny of that one guard. You know, in case our 'prisoner' somehow gets loose..."



The skimmer moved over to the man, coming to a stop on the far side of the building.

The man backtracked a bit and took the remaining steps over to talk. "Where'd you get the Scav prisoner?"

(He hasn't actually stopped to read the names on your badges yet...)
Smith
player, 53 posts
Disgruntled Human!
Who, me? Just sabotaging?
Wed 18 Aug 2021
at 07:02
  • msg #50

MISSION ONE: FIXING THE DAFFODIL INCIDENT

"You can ask the wily critter yourself..." Smith spins away from the real guard to obscure his face and badge, dramatically he presents a tied up Chukk hoping the lone guard will move in nice and close.
This message was last edited by the player at 07:02, Wed 18 Aug 2021.
Elern
player, 21 posts
Err was this guy not
a human when he join
Wed 18 Aug 2021
at 12:48
  • msg #51

MISSION ONE: FIXING THE DAFFODIL INCIDENT

Elern adds.
Although I would not come to close.  He then hit something on his shoulder.
It seems to have brought some small friends with it.
Most likely to his two friends surprise Elern sounds discussed at something.  He tries to shift the illusion to make it look like Chukkchee really could do with a clean up.  He tires to get some data on where a prisoners in the compound (from his watch) would be taken.  Which would be easier to understand how he inside the compound.  And well Elern is motivated.

OOC:
13:42, Today: Elern rolled 13 using 3d6 with rolls of 4,4,5.  Don’t Get Caught  Possible 3 dice.  Trait(1) Item(2) Motivation (3).
May not be a 6 but that a nice set of 4 and 5.  Is it just the highest dice that count or do you get something is all the dice are over 3.  Also does it go worse if you roll 2 1s ???


The GM
GM, 85 posts
Wed 18 Aug 2021
at 13:54
  • msg #52

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

Elern:
Elern adds.
Although I would not come to close.  He then hit something on his shoulder.
It seems to have brought some small friends with it.
Most likely to his two friends surprise Elern sounds discussed at something.  He tries to shift the illusion to make it look like Chukkchee really could do with a clean up.  He tires to get some data on where a prisoners in the compound (from his watch) would be taken.  Which would be easier to understand how he inside the compound.  And well Elern is motivated.

OOC:
13:42, Today: Elern rolled 13 using 3d6 with rolls of 4,4,5.  Don’t Get Caught  Possible 3 dice.  Trait(1) Item(2) Motivation (3).
May not be a 6 but that a nice set of 4 and 5.  Is it just the highest dice that count or do you get something is all the dice are over 3.  Also does it go worse if you roll 2 1s ???



(1. It's just the highest die that counts.
2. You don't get anything extra if all the dice are over 3.
3. It doesn't go worse if you roll 2 ones, as long as you roll at least one thing over 3.

4.

On a 4 or 5, (YOU) choose one:
· The deception will not last long
· You are exposed to danger somehow   )

Elern
player, 22 posts
Err was this guy not
a human when he join
Wed 18 Aug 2021
at 14:23
  • msg #53

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

OOC:
I choose The deception will not last long.  I sure Smith will come along and mess it up again :)
Thanks for your help with the game rules.
May I suggest as thought if you roll 3 Dice and they all the same something wired happen based on number you roll.  Know as a critical strange event.  It is a 1 in 36 and has to be all three dice.

This is just me throwing an idea at you.

This message was last edited by the player at 14:28, Wed 18 Aug 2021.
The GM
GM, 86 posts
Wed 18 Aug 2021
at 14:35
  • msg #54

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

Smith:
"You can ask the wily critter yourself..." Smith spins away from the real guard to obscure his face and badge, dramatically he presents a tied up Chukk hoping the lone guard will move in nice and close.


The guard steps forward to eye Chukk with interest...


Elern:
Elern adds.
Although I would not come to close.  He then hit something on his shoulder.
It seems to have brought some small friends with it.
Most likely to his two friends surprise Elern sounds discussed at something.  He tries to shift the illusion to make it look like Chukkchee really could do with a clean up.  He tires to get some data on where a prisoners in the compound (from his watch) would be taken.  Which would be easier to understand how he inside the compound.  And well Elern is motivated.


...and then he recoils. "Gah. We don't really have good de-lousing facilities here. You should probably take him on up to Security Base Beta." He glances at Elern, but mostly goes back to staring at Chukk... "...So, why're you here? Skimmer battery need swapping out? Or do you just need a private place for a quick interrogation...?"
Smith
player, 54 posts
Disgruntled Human!
Who, me? Just sabotaging?
Wed 18 Aug 2021
at 16:56
  • msg #55

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

Smith is quickly realizing what a loose end this clown is becoming.

"A little bit of both actually..." the disguised former engineer takes the lead, stepping next to the guard and joining him in being repulsed by the 'prisoner'.

"Oh we'll take care of interrogating him, say where is the best private place? Oh and also could you look under the skimmer? We hit something out in the plains."

Smith momentarily held his breath in anticipation of which way his Cunning Ploy would go. If he could just get the guard to investigate under the skimmer...

"Have a peek while I take a crack at this scan-tool that was in the trunk." Smith pretends to be busy fiddling with his scanner.

09:55, Today: Smith rolled 2d6 with rolls of 3,2.  Cunning Ploy; Motivation + Scan-Tool as prop.
The GM
GM, 87 posts
Wed 18 Aug 2021
at 17:01
  • msg #56

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

Smith:
Smith is quickly realizing what a loose end this clown is becoming.

"A little bit of both actually..." the disguised former engineer takes the lead, stepping next to the guard and joining him in being repulsed by the 'prisoner'.

"Oh we'll take care of interrogating him, say where is the best private place? Oh and also could you look under the skimmer? We hit something out in the plains."

Smith momentarily held his breath in anticipation of which way his Cunning Ploy would go. If he could just get the guard to investigate under the skimmer...

"Have a peek while I take a crack at this scan-tool that was in the trunk." Smith pretends to be busy fiddling with his scanner.

09:55, Today: Smith rolled 2d6 with rolls of 3,2.  Cunning Ploy; Motivation + Scan-Tool as prop.


But the guard doesn't bend down to look under the skimmer. "The repair bay would probably have the best room for a nice private quick interrogation... that's the building on the opposite side of this property. They can look at your undercarriage, too. I--" He pauses, looking at Elern. "...Why are you wearing Tim's badge?"

He says the last part kind of loud, and it's clear he's about to get a lot louder in less than three seconds--
Chukk'Chee
player, 35 posts
Scav Mayhem-Maker!
With nunchuks!
Wed 18 Aug 2021
at 17:10
  • msg #57

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

Chukk shucked the ropes that had been 'holding' him and went to town on the guard.

Chukk'Chee rolled 1,6,5 using d6,d6,d6 ((1,6,5)).

Trait: Chuck-Fu — 1
Tool: Nunchucks — 6
Motivation: To drive MegaCorp, Inc. off the planet — 5


"Boom chakka lakka!" he hissed as he beat the guard soundly about the head and neck.
The GM
GM, 88 posts
Wed 18 Aug 2021
at 17:12
  • msg #58

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

Chukk'Chee:
Chukk shucked the ropes that had been 'holding' him and went to town on the guard.

Chukk'Chee rolled 1,6,5 using d6,d6,d6 ((1,6,5)).

Trait: Chuck-Fu — 1
Tool: Nunchucks — 6
Motivation: To drive MegaCorp, Inc. off the planet — 5


"Boom chakka lakka!" he hissed as he beat the guard soundly about the head and neck.


That's a third guard who isn't gonna be guarding anything any more for a good couple'a hours...

The swiveling camera at the far corner of the building was facing away from this sensible violence as it happened, but it's turning back this way in 5, 4, 3...
Elern
player, 24 posts
Err was this guy not
a human when he join
Wed 18 Aug 2021
at 17:22
  • msg #59

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

Elern does his best to use his illusion skills.  His watch that has a plan of the area and he motivation to make it look like the guard is looking chukk'chee over.  And not laying on the floor.

Stay still while the camera on you Chukk'Chee.  We may get one sweep with my illusion before we spotted by the camera on the second sweep.

OOC:
18:18, Today: Elern rolled 11 using 3d6 with rolls of 4,3,4.  Don’t Get Caught  Possible 3 dice.  Trait(1) Item(2) Motivation (3).

Effect:- roll of 4 limited time.
This message was last edited by the player at 17:26, Wed 18 Aug 2021.
Smith
player, 56 posts
Disgruntled Human!
Who, me? Just sabotaging?
Wed 18 Aug 2021
at 20:59
  • msg #60

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

Cameras or not, Smith knows you can't leave a guard on the ground in broad day light.

"Prop him up in the pilot's seat or roll him under the skimmer??" he frantically polls the other two group members for quick feedback as he takes a Look Around to try and discern what type of building they're next to and any less conspicuous ways in.

13:58, Today: Smith rolled 2 using 1d6
Smith
player, 59 posts
Thu 19 Aug 2021
at 19:24
  • [deleted]
  • msg #61

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

This message was deleted by the player at 21:02, Thu 19 Aug 2021.
Smith
player, 63 posts
Disgruntled Human!
Who, me? Just sabotaging?
Mon 23 Aug 2021
at 07:21
  • msg #62

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

With no way in and the camera inevitably swinging back towards the scene at the skimmer, Smith stoops, lifts and shoulders the body of the downed guard. With a whirl he flops it into the passenger seat, hastily arranges its hands in a somewhat natural position and then leans on the side of the skimmer pretending to have a chat with their newfound friend.

In his mind it was modern day Rockwell still-life, depicting some average guards doing average guard things. Smith kept his head down, his hat brim low and casually tapped his fingers on the craft hoping against hope that as the camera pans they Don't Get Caught.


00:20, Today: Smith rolled 1 using 1d6
The GM
GM, 95 posts
Tue 24 Aug 2021
at 14:29
  • msg #63

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

Smith:
With no way in and the camera inevitably swinging back towards the scene at the skimmer, Smith stoops, lifts and shoulders the body of the downed guard. With a whirl he flops it into the passenger seat, hastily arranges its hands in a somewhat natural position and then leans on the side of the skimmer pretending to have a chat with their newfound friend.

In his mind it was modern day Rockwell still-life, depicting some average guards doing average guard things. Smith kept his head down, his hat brim low and casually tapped his fingers on the craft hoping against hope that as the camera pans they Don't Get Caught.


00:20, Today: Smith rolled 1 using 1d6


A new guard walks up from around the corner. "Hey, Anderson, I..." (Blinks) "Hey, what's wrong with Anderson?!? Who are you guys? Wh-- what's with that unsecured scav?!" This last part is said pretty loudly. This new guy goes for a shock baton...
Chukk'Chee
player, 41 posts
Scav Mayhem-Maker!
With nunchuks!
Tue 24 Aug 2021
at 14:48
  • msg #64

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

Chukk whips around and strikes at guard #4... and misses?!


Trait: Chuck-Fu - 3
Tool: Nunchucks - 3
Motivation: [Come up with new Motivation] - 3

Crap.
The GM
GM, 96 posts
Tue 24 Aug 2021
at 18:22
  • msg #65

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

Chukk'Chee:
Chukk whips around and strikes at guard #4... and misses?!


Trait: Chuck-Fu - 3
Tool: Nunchucks - 3
Motivation: [Come up with new Motivation] - 3

Crap.


Chukk runs up and attacks the new guard-- and runs right into a shock baton. Owwww.

(Chukk takes 1 Harm...

Roll 1d6, Chukk...!)

Chukk'Chee
player, 42 posts
Scav Mayhem-Maker!
With nunchuks!
Tue 24 Aug 2021
at 18:27
  • msg #66

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

Chukk'Chee rolled 6 using 1d6 ((6)).
The GM
GM, 97 posts
Tue 24 Aug 2021
at 18:33
  • msg #67

Re: MISSION ONE: FIXING THE DAFFODIL INCIDENT

Chukk'Chee:
Chukk'Chee rolled 6 using 1d6 ((6)).


(Okay, Chukk is alive but hurt... but fully-functional otherwise...

Somebody do something! This situation is sliding south, in which "south" is slang for "a bad place," fast!)

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