[D8, LA] The Big Score (The Green Thumb) [Event]

The Capital City of Noventa. Home to Noventa Spaceport, Sienar Fleet Systems Factory.

[D8, LA] The Big Score (The Green Thumb) [Event]

Postby Flession » Fri Nov 02, 2018 12:48 pm

There have been some whispers lately from the shadier parts of town. With the Imperials showing up to do battle, the criminal underworld have begun to rise up, and seeing a opportunity to strike, they would do so fervently. Control of the planet was at stake; why not take a gamble with a chance to make a profit?

PCs: Unlimited at Entry


Finger on the Pulse: The Underworld is a dangerous, yet profitable place. The Black Sun always are on the lookout for new talent to utilize, and yet maybe they have been scouting for it for some time. A smart man always keeps his ear out for opportunity and you are no exception.

Make a Underworld Knowledge or Skulduggery check with a Hard Difficulty, upgraded once due to the sensitive nature of the dealings. On a success, you are given a location and a phrase and my continue on to the next portion of the event. On a failure, you are completely in the dark for this and are unable to continue on. On a Despair, you are given false information about the meet-up location and code word and are led to where the Sector Rangers are currently setting up a ambush for potential criminals. You receive the Obligation: Criminal (5) and released due to their inability to hold prisoners at this time. If you still succeeded on your roll, you may still proceed to your next part of the event, having found someone eventually who leads you to the right place.

A Destiny Point may be used to bypass this check entirely even if you failed the roll allowing fate to intervene in your behalf. However, it will be considered used up for the event and no Destiny points may be applied to any of your checks for the remainder of the event. This cannot be done if the roll results were a failure and a Despair was rolled. Anyone having worked for the Black Sun on a successful job in any way may add two bonus dice due to them wanting to ensure you know about the job.

Advantages and threats on this check will be used to boost or hinder your roll on the next part as per standard advantage/threat rules.

Farkas Lowca may skip this step entirely, should he choose to.

"I Didn't Mean It Literally!"
Entering into the shop, you find yourself with lots of fine quality herbal remedies. But with the smells and the good deals, there lies a dark underbelly. You come to the counter and utter the phrase you were given: "I've come for my dose of Sleeppack." You are then led to a back room to get your 'sleeping aid'. As you wait in the back room, the lights go out and you are assaulted by someone with a injector in their hands. A Brawl attack is made against you with a Brawl attack (made at 2 Proficiency, 2 Ability Attack) at a hard (◆◆◆) difficulty. This is considered a attack against yourself, so you may add any benefits you may against melee or brawn attacks. The attack also gains two bonus dice due to darkness in the room. Any natural means you character has to negate darkness setbacks may be used to negate the bonus dice. On a Success, make another Hard (◆◆◆) Resilience check against the sedatives. Any bonuses to poisons may be applied to this check.

If the Resilience check is failed, take 10 strain damage and you are considered to be knocked out. This is considered poison so soak will not apply. If either check is successful, the assaulter gives up and asks that you just wear a bag over your head, not wanting to start any trouble. This impresses the Black Sun and grants you two free bonus dice for the next portion of the event to use on any singular check. Whether you are succeed or fail at this junction, proceed to the next part. Advantages rolled on the first roll may be used to boost the second roll as per normal rules.

A Despair on the first roll (if you can manage to have one) or a Triumph on the second roll are considered to be a complete pass on this test and no further rolls are required, regardless if the roll is passed or failed. Gain two bonus dice as if you had passed the the second part of the test.

"What Would You Say Is Your Greatest Weakness?"
The lights come in to a blank room, with a man with a robe and a darkness field surrounding him sitting patiently for your awakening (or bag remove). "I want the best for the job; prove to me that you are what I seek."

You can make a optional Daunting (◆◆◆◆) Perception check to determine the identity of the man behind the Shadowcloak. On a success, I will send a PM about the looks of the individual.

The man, known only to you as "The Mastermind" is looking for 6 exceptional people to pull off a dangerous job in Providencetown and with those willing to risk themselves. You may apply for multiple roles, so long as you remain conscious, but may only choose one at the end. The roles are as follows:

The Hacker: You are given a datapad that he wants you to pull information from. There are many levels of difficulty of encrypted files on it, and he wants you to show him what you're truly capable of. He's also got a blaster pointed at you to give you a taste of the exactly sort of pressure you'll be dealing with. Make a Computers Choose a difficulty Ranging From Average to Daunting. Flip one Destiny to upgrade the difficulty and make the roll with two setbacks. On a success, you manage to open the encrypted file with. Add your total number of successes to the amount of dice you rolled for the check while adding the number of dice you rolled for the check itself. For every 2 advantages you roll, add 1 to the overall total. On a Despair, a alarm goes off and you are shot with the blaster. Take 8 Strain damage (soak applies). If you are still conscious you and were still successful in the attempt, you may try again, adding a additional 2 setback dice to the roll. Destiny will not be flipped in this second attempt. Triumphs will count as 2 successes for these rolls or may be used to prevent yourself from getting shot at if a Despair is also rolled.

The Distraction:This job might require a bit of convincing that doesn't involve violence. Show off your skills by getting him to give you a keycard on the table. Roll a Charm and a Deception check against a Hard (◆◆◆) difficulty, flipping a Destiny point to upgrade the difficulty of one of them (your choice). On a success, you manage to come up with a good motivation to take it. Add the total successes together of each one. That is your running total. Advantages and threats may be used to boost or add a setback dice at the other roll at a 2:1 ratio and in case of a tie will the total will used to determine the winner. Triumphs will count as 2 successes for these rolls. A Despair will reduce the total by 2.

The Muscle: Show how well you can take a shot and keep going. Carry a large box over your head and shots. Make a Athletics check at a Average Difficulty (◆◆) and hold up a box over your head. After that, make a Coercion check using Brawn as the your modifier at a Average to Daunting difficulty, flipping one Destiny to upgrade the difficulty and make the roll with two setbacks due to the physical strain, to give off a proper intimidation to not have the man shoot you. Add your total number of successes to while adding the number of dice you rolled for the check itself. Triumphs will count as 2 successes for these rolls. For every 2 advantages you roll, add 1 to the overall total. Threats will negate your results on a 2:1 basis as well. On a failure with either the Athletics or Coercion check, you are shot for your efforts, taking 8 Strain damage (Soak Applies). On a Despair, you will be shot twice. You may try again as many times you are able to while remaining conscious, adding 2 setback dice for the next attempt.

The Partner In Crime This job needs a leader on the field. Someone who knows how to command the troops, so to speak, and what to do when the stakes are raised. The robed man will ask you a series of questions and what you would do in the situation. For each question, make a Leadership check at each ascending difficulty. (Easy, Average, Hard, Daunting), with the Daunting question having a Destiny flip. Add the total number of successes to the end of question. Advantages and Threats will be used to boost or add setbacks to the next roll as appropriate and will be used to determine the winner in case of a tie. Triumphs will count as 2 successes for these rolls. Despairs will reduce the total by 2.

The Gunman: When the chips are down, it helps to have a straight shooter on your back. Hop into a holo-simulator and do some target practice. Make 4 ranged attacks using either Ranged (Light), Ranged (Heavy), or Gunnery. Each Attack will increase in distance at every turn. (Short, Medium, Long, Extreme). Apply whatever difficulties are required to these shots and whatever bonuses you or your gun has to negate them. Count the total successes you received. Advantages can be used to boost a dice roll or add to the total score at a 2:1 ratio. Threats will be used to add setback dice at a 2:1 ratio.

The Thief: Guns and hands are important to use, but who's going to be able to break into a safe when you need it? There is a safe to the side and a gun pointed at you to open it. Make a stealth check to see if you're able to make your way to a safe on the side of the room at a Average difficulty. If you are not caught, you make a Skulduggery or Computers check at a Average Difficulty, or a Mechanics check at a hard difficulty to break into the safe with two setbacks on each check, upgraded once due to a Destiny flip. Successes will be determined how fast you were able to open the safe. Advantages will be used to determine the winner in case of a tie. Triumphs will be used to add 2 to your success. If you are caught or if you roll any Despairs, you will be shot, regardless of your successes, taking 8 Strain damage (soak applies). You may try again if you still conscious, adding 2 additional setback dice for the attempt, returning to the beginning with the stealth check. Destiny will not be flipped for any further attempts.

Force Abilities may be used where appropriate on all checks.

Reward:
If you make it to the interview but are not able to get any position, you will be compensated for your time and your silence with 1000 credits. If you are knocked unconscious at any point, you will be removed from the event and given the same compensation. If there are no successful attempts in any of these rolls or everyone who applied for the job is unconscious, the person who failed the least at the task will be given the roll at a reduced cut pay, as you did not prove to be the best, but the Mastermind is on a bit of a time crunch to fill the roll.

After which, the job will be made apparent and you may decide if you wish to continue. The reward for this job will be 5000 credits each.
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Re: [D8, LA] The Big Score (The Green Thumb) [Event]

Postby CLL-MT9 » Fri Nov 02, 2018 7:40 pm

The funny thing was, Clementine had actually come in to buy Sleeppack. Hin’biki seemed to only rest when he fell over, and Clementine had heard it mentioned in passing by a customer at the bar as something that helped organics get some rest. The exact phrase had been something like “you give 'em a dose of the stuff and they'll take a nice, long nap, heh heh heh.”

That sounded like exactly what Hin’biki needed.

The being behind the counter had looked nonplussed when Clementine came in. Clementine was worried. He had even called ahead, using his inbuilt commlink to ask if they had any Sleeppack in stock, and then asked if they had it ready for him. He relaxed when he started to get led to the back room. He waited patiently as he was left there, not noticing the harshly whispered conversation behind the door.

“We have very clear instructions!”

“Well, what am I supposed to do? Dose the ‘droid?”


Eventually a dangerous looking sapient came in and told him gruffly that if he wanted in on the big score, he’d have to let them cover his photoreceptor on his way to the meeting. Some mutually confusing back-and-forth later (“But what about my Sleeppack?”), and Clementine was on his way.

The lights come in to a blank room, with a man with a robe and a darkness field surrounding him sitting patiently for your awakening (or bag remove). "I want the best for the job; prove to me that you are what I seek."


“Oh, okay, Master Mind.”

Lifting and shouting are two of Clementine’s specialties. It’s hard to tell under the shadowcloak, but as he lumbers menacingly across the room, he thinks he detects them flinch. Win or lose, a good lifting-and-looming is its own reward. He’s humming staticfully to himself as he awaits the results of the interview, at peace with himself and the world.

[Flip destiny to find opportunity; skip apothecary shop rolls because droid; 2 successes on athletics + 2 successes & 1 triumph on difficulty 4 coercion = 10 total job interview points. 1 strain taken.]

Athletics 1:

Big Score Muscle Athletics #1: 1eP+4eA+2eD 2 successes
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Big Score Muscle Coercion #1 (Daunting, downgraded with Intimidating for 1 strain): 4eP+1eA+4eD+2eS 2 successes, 1 Triumph
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Re: [D8, LA] The Big Score (The Green Thumb) [Event]

Postby Korvalus Dunbri » Sat Nov 03, 2018 3:36 am

Kor was hanging around one of his usual haunts on a seedier side of Noventa City. It was less populated than usual, The Empire's presence was putting a damper on the local crime scene. However since it was quieter than usual he overheard some interesting talk from a table or so over, someone talking about a big job being put together. Dangerous, huge pay off, Kor's ears were perked to the possibility of some real good money. Kor eventually picked up enough information to figure out where the meet up place was.

He arrived in the shop and went to the backroom, ignoring the greetings and inquiries of the twilek working a counter, though the man didn't protest or move to stop him. This was definitely the right place. As Kor entered the backroom he was suddenly surrounded by blackness as the door shut and an arm wrapped around his neck as he felt a needle pierce his skin. He shook his head as he got a light headed feeling but he shook the poison off and broke his attackers grip, spinning and shoving a forearm under his neck the man put his hands up and asked Kor to put a bag on his head. The big man scowled but eventually nodded and allowed himself to be bagged and led somewhere new.

As the bag was pulled off Kor squinted against the sudden light but once his vision cleared he looked about and saw another man in a deep hood explaining the task before him. The large box sat there awaiting to be lifted, another man held a blaster and waited. Kor was slightly concerned but shook it off and went to lift the box, what should have been an easy task proved a bit difficult and when he failed to lift the box fast enough the man fired. Kor scowled at the man with the gun daring him to fire again, the man gulped and lowered the blaster. Kor tried again and again couldn't quite get the box above his head before the next blaster bolt struck him, his eyes bore into the man with the gun who again stopped fear lurking in his eyes as theyt met Kor's. Kor was told to go again and the man was urged by the hooded figure to continue firing. Kor never quite managed to get the box up and the gunman fired 4 more shots at Kor but for a time the older man refused to quit trying again and again blaster fire striking his body over and over. He may have struggled with the test but it was clear that while he may have advanced in years he was as persistent and durable as ever.


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Finger on the Pulse knowledge underworld check upgraded by gm hard: 2eA+1eC+2eD 1 success, 1 threat
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passed, one setback on next roll

I didn't mean it literally brawl attack against myself: 2eP+2eA+2eB+3eD 3 successes, 1 advantage
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successful attack

resisting the poison destiny flip: 1eP+3eA+3eD 3 successes, 1 threat
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resist the poison

attempt 1:
average athletics: 1eP+3eA+2eD 0 successes, 2 advantage
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1 point from 2 advantage, get shot 1 strain after soak

coercion at hard 1 strain to down grade with intimidating: 1eP+3eA+3eD 2 successes, 3 advantage
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2 set backs: 2eS 1 failure
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1 sux, 3 adv 3 dice rolled= 5 points 2 strain total.

attempt 2:
attempt 2 athletics 2 set back: 1eP+3eA+2eD+2eS 1 failure, 2 advantage
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get shot 1 strain 3 strain 1 point from advantage

attempt 2 coercion 1 strain to down grade hard 4 set back, 2 boosts from passing resilience roll: 1eP+3eA+2eB+3eD+4eS 1 success, 1 advantage
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1 success 3 dice rolled: 3 points 4 strain

attempt 3
attempt 3 average athletics 4 set back: 1eP+3eA+2eD+4eS 1 failure, 1 advantage
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get shot 1 strain 5 total

attempt 3 hard coercion 1 strain to downgrade 6 setback: 1eP+3eA+3eD+6eS 4 failures
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get shot 1 strain, 1 strain for intimidating 7 strain total. 3 points for dice rolled

attempt 4
attempt 4 athletics 6 setback: 1eP+3eA+2eD+6eS 4 failures, 1 advantage
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get shot 1 strain 8 total

attempt 4 coercion 1 strain to down grade hard 8 setback: 1eP+3eA+3eD+8eS 7 failures, 1 threat
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failure get shot 1 strain plus 1 strain from ability 10 strain total 3 points from dice rolled

Best attempt: 6 points
Last edited by Korvalus Dunbri on Sat Nov 03, 2018 2:27 pm, edited 1 time in total.
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Re: [D8, LA] The Big Score (The Green Thumb) [Event]

Postby Kaneesa Gee » Sat Nov 03, 2018 7:42 am

Kaneesa Gee was a very happy Gungan. He had just finished up a major score, and the bar seemed to be running just fine for the next few days. Operating costs would be a fraction, and he had the wonderful feeling of a bad job well done. But then, there were whispers which began to float...a job coming. Potentially a big one. As often, when you run a bar for crooks and you keep feeding them drinks, eventually a few secrets come out. In this case, it seemed to be a Black Sun front. That made Kaneesa pause, but he was trying to make a name for himself with Vida. If he could make the Codpiece crew players in the market, then maybe it was time to show that they were ready for the big time.

Skullduggery to find he job-Hard-upgraded: 2eA+1eP+2eD+1eC 2 successes
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(Success, progresses to next stage without a Destiny spend)

Kanees a had heard rumors about The Green Thumb, and it seemed those were accurate. He strolled in, "Hello, I've come for my dose of Sleeppack." It seemed like a dumb callsign...right up until the moment that the kriffhole decided to jump him in the back room. Kaneesa is out like a light.

Getting jumped: 2eP+2eB+3eD 2 successes, 1 advantage
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Fighting off the drugs: 2eA+3eD 3 failures, 1 advantage
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(Advantage spent to recover one strain, 9/12 strain)

Kaneesa can't tell how long he's been out when he comes to, a bag over his head. Almost instinctually, he rips it off his head and his greeted by a figure in a Shadowcloak.

"I want the best for the job; prove to me that you are what I seek."


"Oh, I am. I am da best grifter in town brudda." Kaneesa stares at the man in the Shadowcloak, trying to make out what he can about his prospective employer.

Pierce the Shadowcloak-Perception: 1eP+2eA+4eD 2 successes, 4 threat
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The man does not seem to think highly of Kaneesa's bragging. "Well, let's see if you can convince a mark that you've already annoyed. Convince me that I should give you this keycard."

Kaneesa eyes the problem, and then the figure in the cloak.

"Oh my...is that what I think?" Kaneesa sits down and peers at the keycard. "How did you find this?" Kaneesa reaches over, as if to take it, but then stops himself. "Do you have any idea how much this is worth brudda? At least, if it's the real thing. May I see?" Kaneesa's words take on an almost..hypnotic quality.

The Distraction-Charm-Hard-Destiny flip upgrade difficulty-2 setback-Sense Emotions-Influence: 3eA+1eP+1eB+1eF+2eD+1eC 2 successes, 1 threat, 2 Light Side
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(Destiny flip used to upgrade difficulty. Lightside used for a total of 4 successes, one strain)

Distraction-Deception-Hard-Sense Emotions-Influence: 2eA+1eP+1eB+1eF+3eD 1 success, 2 advantage, 2 Light Side
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(Light side used to flip to 3 successes, 2 advantage hanging for a tiebreaker)

Almost begrudgingly, the figure slides over the keycard, and Kaneesa snatches it up, holding it out in front of the man, offering a wink.

[FInal: Distraction position, 7 successes, 2 advantage)
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Re: [D8, LA] The Big Score (The Green Thumb) [Event]

Postby Cefey Raneth » Sun Nov 04, 2018 5:13 pm

Fey managed to pick up some talk at the spaceport that some kind of job was going to happen. It seemed like a rather dirty-deal, all things considered, but this planet was already on her list of 'soon to be left behind'-worlds, so there was no harm in giving it a try.

And having a pretty face always helped to make people talk, so eventually she made her way to the place that sold the Sleeppack she'd been asked to request. Thinking everything was fine and dandy as she followed them to the backroom, the goons got a good shot at the twi'lek, and it seemed very likely she was a goner as twi'lek biology often made them susceptible to drugs and toxins. But... this one shrugged it off, albeit seeming a bit groggy for a moment, and she glowered at them with a quiet rage. She had been drugged before - for years - and she refused to bend to such again.

So the poor sods apologised profusely, explaining they were just following orders and eventually managed to beg her to put on the hood. "Fine... fine, just give me the hood," she murmured, wanting to at least do that herself than to have it done to her.

After a while, the hood was finally removed, and she blinked as her eyes adjusted to the lights of the blank room. Upon seeing the robed man in darkness, her head cocked a little to the side. Was this someone she had met before, she wondered. For someone who grew up on Ryloth, their eyes were a bit more accustomed to shadows of the twilight-band of the planet. Which seemed to give her some insight into who she was dealing with.

"The best for the job," she smirked, knowing she could probably be considered the best at numerous of these tasks that were needed. Running with the Ivory Phoenix had made her versatile and capable of improvising in a pinch. They must be desperate. "Leave the guns and heavy lifting for the brutes, and the distraction to those without the brains to understand the complexities." The twi'lek smiled sweetly as she shifted in her seat opposite of the robed man, uncrossing her legs before crossing them over again. "After all, theft is an especially sweet vice. More elegant than vandalism and more complex than simple robbery. It requires so much more."

Well, with that kind of boasting, Fey found herself put to the test. Though she didn't see quite why they needed to aim a gun at her while she was supposed to be 'unseen'? Oh well, guess some people got off that way too. Her elegant forms seemed well-made for moving stealthily, with a silent grace to her footsteps and mindfulness of her surroundings. But she wasn't exactly accustomed to having someone pointing a gun at her to raise the stakes as she worked on the safe, and the moment she realised she had misjudged its settings, she felt a stun-bolt go into the side of her head.

Annoyed, Fey shook her head, but for some reason they let her try again. Maybe this was just some sick power-play? Who knew. Either way, she used her annoyance to blaze through the stealth-route again, and this time the safe stood no chance against her, as it opened with a satisified 'click'. "There you go, handsome."


------


D8 The Big Score: Finger on the pulse (Knowledge: Underworld): 4eA+1eC+2eD 1 success
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Fey finds the location.


D8 The Big Score: I Didn't Mean It Literally! (Fey is attacked): 2eP+2eA+2eB+3eD 3 successes, 2 advantage
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Twi'kek is successfully attacked! Mon dieu!


D8 The Big Score: I Didn't Mean It Literally! Resilience to resist poison: 1eA+1eF+3eD 1 failure, 1 Dark Side
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Twi'lek uses the Destiny, by flipping the Dark Side pips from die and Vergence to get 2 successes, totalling 1 success. TWI'LEK SMASH!


D8 The Big Score: What Would You Say Is Your Greatest Weakness (Perception to peek underneath the hood): 2eA+4eD 1 success, 3 threat
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Why you hiding your pretty-face, handsome? ;)


D8 The Big Score: Auditioning for the role of The Thief. Stealth: 1eP+2eA+1eB+2eD 2 successes, 1 advantage
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D8 The Big Score: Auditioning for the role of The Thief. Computers to open the safe, lockpicking tools negates 1 setback (re-roll because I forgot to upgrade): 1eP+3eA+1eC+1eD+1eS 0 successes, 4 advantage, 1 Despair
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Soak 2 of 8 damage, total 6, can try again.


D8 The Big Score: Auditioning for the role of The Thief. Stealth for second attempt (I keep messing up). 2 Boosts from previous roll.: 1eP+2eA+3eB+2eD 1 success, 2 advantage
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D8 The Big Score: Auditioning for the role of The Thief. Forgot 2 setbacks on the stealth-check: 2eS 0 successes, 1 threat
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D8 The Big Score: Auditioning for the role of The Thief. Computers second try. Negate 1 setback with tools, 1 boost from previous roll, 2 setbacks from prior failure. Destiny flip to upgrade: 2eP+2eA+1eB+2eD+3eS 1 success, 5 advantage
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Means I don't get the boost on this roll (because of threat on previous roll), but roll passes without it and just means 3 Advantages instead of 5.
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"Theft, it is an especially sweet vice. More elegant than vandalism and more complex than simple robbery."
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Re: [D8, LA] The Big Score (The Green Thumb) [Event]

Postby Kai Wryssald » Sun Nov 04, 2018 9:18 pm

Kai hadn't been looking for a job, he'd been look for Fey, somethign told him that the Twi'lek was around somewhere sticking her nose into something troublesome... She was really good at ti after all, his search eventually located her, as she ducked into the doorway of a rather dodgy looking building. "His I'm with the Twi'lek some hoe managed to pass for the code and soon enough he was having a 'interview'. Or what they called a interview.

The man that stabbed him with the Sleeppack got an annoyed look, but Kai consented to the hood, best way to find Cefey was to cooperate after all, Then waited for the start of the talk. Busy looking around for Cefey, he didn't nbother trying to see who was under the mask, but eventually agreed to the tests, deciding to try his hand at the gun range. No need for them to know all his skills after all. He did well, not missing a single shot, though a couple really weren't as clean as they could be, and soon enough he was waiting for the outcome.

==========================================================

Finger on the Pulse: Destiny Point to pass
Kai stumbles upon the place

"I Didn't Mean It Literally!"
The Big Score: I didn't mean it, pt 1 attacking myself: 2eP+2eA+2eB+3eD 2 successes, 1 threat
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The Big Score: I didn't mean it, pt 2 resilience roll: 1eP+3eA+1eB+3eD 2 successes
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Hit passed the resilience: +2 boosts to one roll.

The Gunman:
the big score: The Gun man, Attack at short, ranged heavy: 1eP+2eA+1eD 3 successes, 1 advantage, 1 Triumph
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5 points

the big score: The Gun man, Attack at medium, ranged heavy: 1eP+2eA+2eD 1 success, 2 threat, 1 Triumph
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3-1 = 2 points

the big score: The Gun man, Attack at long, ranged heavy: 1eP+2eA+3eD 2 successes, 2 threat
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2-1 = 1 point

the big score: The Gun man, Attack at Extreme, gunnery, @ boosts from passing resilience roll: 1eP+2eA+2eB+4eD 1 success, 1 advantage
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1 point

9 points Total.
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Re: [D8, LA] The Big Score (The Green Thumb) [Event]

Postby Flession » Tue Nov 06, 2018 3:58 am

Role:

The Hacker: Farkas (?)
The Distraction: Kaneesa
The Muscle: CLL-MT9
The Partner In Crime: N/A
The Gunman: Kai
The Thief: Cefey

Getaway Driver: Syzygy(?)

All participants who made it past the first task receive 1000 credits, regardless if you made succeeded or failed in getting a roll.
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