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Smiling Faces Sometimes [D5, EE] (Event)

Posted: Thu May 20, 2021 4:48 am
by Flession
Event Type: Cooperative, Hidden, Heist
Participants: Manny and CO.
Timeslot: Early Evening
Repeat Rolls: Yes, Costs 2 Strain.

You've spent a few days preparing for this, getting everything together for what is to come. All you can hope for is that the Chiss is there and is, most importantly, alive. Who knows. Not something you were able to figure out during your job, but at least you got a plan to go check and confirm. Extraction point is about 10 minutes away from your location. Got about everything you need?

No? Well, too late now.


Before We Begin...
  • Lighting penalties will apply in all circumstances, but can be avoided using gear (or red eyes).
  • On a Despair in any roll, Oshazich is alerted and will be out searching as well.
    • Upgrade the difficulty 1 to all rolls for everyone after that point. (e.g. If a despair is rolled in "You Raise Me Up" all, the rolls, then all rolls after that will have a upgraded red die). These upgrades are cumulative.
  • Triumphs will, subsequently, reduce his attention, reducing the number of upgrades by 1 for every triumph to a minimum of 1.
  • If you fail a roll, you may try again at the cost of 2 strain.
  • If you run out of strain, the player is caught by the Gonk and is captured.
  • You may leave the area at any point and will be considered to be out for the remainder of the event..
  • Two threats will be spent for one setback and two advantages can be spent to to boost the next roll you make.
Choose One:

This is How You Make a Entrance
Anyone wishing to enter into the base itself must succeed in a Hard stealth check with one upgrade. Success means you may proceed. Failure does not mean that you cannot proceed, but the enemy will be on alert. This will cause you to roll a setback for the remainder of the event for every failure you achieved. At least one person must choose this option (obviously).

OR

They Call it 'Logistical Support' For a Reason
If you wish to stay back and offer support, you make a stealth check at average difficulty. Destiny will be flipped up to two times to upgrade the dice. Jarvis will provide you with two Recon Remotes in order to help those who are at risk of being caught to sneak around and provide visual support and analysis. He will also ensure you all have long-ranged comms, if you do not already have them.

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This will allow the PCs who stay behind to make certain rolls and communicate with you all, but cannot help you in combat (if it comes to that).

You Raise Me Up
Using a Ascension gun, you make your way up the top of the wall. Follow the rules of your equipped Ascension gun and roll as appropriate. If you do not have a Ascension Gun, roll a Athletics check at average difficulty with two setbacks to attempt to be quiet about it, as there are guards about or a Coordination check at Average to go in thru one of the holes.

Proceeding According to Plan
Well, you're behind in the base now and not dead: that's a good sign. You have to make your way to the main building, but best to make sure everyone made their way here first.

[Event will continue after all parties make their rolls]

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Thu May 20, 2021 11:38 am
by Nara Phln
Day 5 Smiling Faces Sometimes EE, This is how you make an entrance. Hard stealth with 1 upgrade: 4eA+1eC+2eD 2 successes, 2 threat
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Nara was getting a feel for these streets and the Chiss blended into the many, many dark pools of shadow in the lower city. If anyone had managed to spot her they’d have had to negotiate past the ‘I’m not here’ sticky note on her back, doubtless sending them into an unsolvable logic loop.


Day 5 Smiling Faces Sometimes EE, you raise me up acension gun roll, easy ranged light: 1eP+3eA+1eD 1 success, 2 advantage
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When you have an ascension gun then every wall is just a road you can walk in a really cool way. The bounty hunter nimbly makes her way higher and higher.

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Thu May 20, 2021 11:51 am
by Manny Donos
Manny was in and up the wall almost before he knew it. Fortunately, it was before any GONKs knew it, too.

Still wearing his goggles, he looked around at the others, grinning.

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Make an entrance, 1 upg,: 1eP+4eA+1eC+2eD 1 success, 1 advantage, 1 Triumph
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D5EE, Ascension: 1eP+4eA+2eD 3 successes, 3 advantage
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Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Thu May 20, 2021 6:15 pm
by Sholua Tempes
Sholua initially approached as quietly . . . as a not very quiet thing and decided to back off and try a slightly different route which proved much better. She had to hoof it a little to keep up with the others though. Once at the wall she adjusted her goggles, took one look at the holes and slipped through like a shadow in the night, despite the misgivings that this wasn't a very Jedi thing to do anymore . . .

--

D5 Smiling Faces Sometimes TIHYMAE Stealth, goggles remove darkness setback: 4eA+1eC+2eD 1 failure
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D5 Smiling Faces Sometimes TIHYMAE Stealth, goggles remove darkness setback, 2 strain spent ATTEMPT 2: 4eA+1eC+2eD 1 success, 1 threat
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D5 Smiling Faces Sometimes YRMU Coordination, goggles remove darkness setback, Conditioned removes 1 Setback: 3eA+1eP+1eF+2eD 3 advantage, 1 Dark Side
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Spending Destiny to use the Dark Side Pip as a success and I'm in. Boost on next roll for Sholua.

3/13 Strain, 0/13 Wounds. +1 Conflict.

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Thu May 20, 2021 10:43 pm
by Jyrvess Ertil
Jyrvess takes up a hideout position nearby and deploys the drones. Surprisingly she remembered enough from her few times in the field to actually pick a good hide.

Stealth Check. Destiny Flipped to Upgrade Check, Destiny counter flipped to upgrade me!: 1eP+1eA+1eD+1eC 1 success
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Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Thu May 20, 2021 10:47 pm
by Flession
Well, you're in. Didn't really plan what to do next when you reached that point. Did you expect to you could just sneak into the building, break the cage in, and have a large firefight to escape the enemy, coming at you in large waves? Man, you really do watch a lot of old holovids.

As a Team, Choose One

Cold Calculus
This is going to require a bit of planning. At least until the plan goes off the rails, as it always does with these things. Still, doesn't mean you get to go in unprepared. This approach will require you to be concise with your actions. Good timing, listening to your head and your guts is important. This way will rely more on teamwork. And it will all go swimmingly well, because plans are always foolproof. Just ignore that previous comment about the rails. That line was meant for some other, lesser teams.

OR

By the Seat Of One's Pants
"Concentrate on the moment. Feel, don't think. Use your instincts." These are words some guy said a long time ago. And he's right! Who needs some boring old 'plan' to get where you need to go! You got this! Just need to be calm, sneaky, and quiet. Get to the main building, rescue the Chiss, head to the evac, go to the Cave afterwards, have a nice cold pint, and wait for all of this to blow over. Sure, the guy who said those words at the beginning of the paragraph died, but that won't happen to you, right?

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Thu May 20, 2021 10:57 pm
by Nara Phln
((By the seat of one’s pants is probably more up Nara’s alley))

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Thu May 20, 2021 10:58 pm
by Sholua Tempes
Sholua was ready for anything!

--

Pants!

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Thu May 20, 2021 10:59 pm
by Jyrvess Ertil
(Cold Calculus)

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Thu May 20, 2021 10:59 pm
by Manny Donos
(pants! Pants! Pants!)

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Fri May 21, 2021 3:58 am
by Flession
Sneaky, Sneaky...

The first thing in your brilliant improvisation is, you guessed it, more sneaking around! There are plenty of Gonks walking here and they all would not mind seeing you in a cage or riddled with bullet holes. Maybe even both. Well, regardless, you standing behind the other side of the fence isn't getting you to the main building any faster.

Roll another Stealth Check of Hard Difficulty, with one upgrade is needed to pass these buildings and their dangerous, but rather dim guardsmen. Anyone on 'Logistical Support' is exempt.

Next, uhh...we'll go this way!

See? Totally fine here. Plans, schmans. You're already nearly there at the building! Sure, you all could hear Jyr facepalming over the comms, but she'll get over it. She'll always get over it. Well, time to search around for a weakness. Quick cursory glance around to get you there and you'll be on your way.

This cannot be repeated.

Each of you roll a Skullduggery (Cunning) check to search for a way in at a hard difficulty, including anyone on 'Logistical Support'. If the amount of successes of all the rolls beat the amount of failures, you succeed in your plot and can move into the final phase. If you fail, proceed to the next step. Every 2 advantages on this roll may boost the next person's roll, as will two threats give a setback to the next person's roll. Triumphs will count as 2 successes.

There's Always That One Guard...
Well, look at you; your wonderful improv plan failed. Now you got a guard on alert and heading your way to check on that noise he heard. Great. Gotta take him out quickly before he alerts the entire camp.

One person may make a attempt to attack the guard at Average Difficulty (Destiny will be flipped once to upgrade the first attack). For item, specialization and skill purposes, you are not considered to be in combat and he does not have line of sight on you just yet and he is a minion. After the first attempt, he will be aware of you. Minion has 5 wounds, 5 soak. If minion is still alive after first attack, another player that is there may make the another attack. If the "round" is over and the minion is not dead or incapacitated, the alarm is sound and combat will begin.

Please note that blaster fire cannot be silenced. If a blaster is used, then Oshazich is alerted at this point and all dice rolls are upgraded once as if a Despair was rolled for the remainder of the event.

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Fri May 21, 2021 11:49 am
by Nara Phln

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Fri May 21, 2021 12:09 pm
by Sholua Tempes
Sholua remained as quiet as a very quiet thing. Just a very quiet thing that had no idea where it was going, what it was doing or what the future had in store for it. It meditated on this quandary . . . very quietly.

--
D5 Smiling Faces Sometimes SS Stealth, goggles remove darkness setback, boost from previous roll: 4eA+1eB+1eC+2eD 2 successes, 1 threat
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D5 Smiling Faces Sometimes NUWGTW, skulduggery . . .goggles remove darkness setback. KITTEH CAN DO ANYTHING!: 1eA+3eD 0 successes, 3 threat
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Setback to next to roll.

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Fri May 21, 2021 12:15 pm
by Manny Donos
Manny was just as quiet as Sholua, but considerably less meditative. Manny was used to not having any idea where he was going, what he was doing, or what the future had in store for him, after all!

Grinning he gave a thumbs up to the other two. And then, after a moment, to Jyr's drones.

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Sneaky Sneaky, stealth vs hard+upg: 1eP+4eA+1eC+2eD 1 success, 2 advantage
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NUWGTW, Skul/Cun, 1eB stealth, Street Smarts cancels 1eS from Sholua: 2eP+1eA+3eD+1eB 2 successes, 2 threat
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2 more points, 1eS next roller. Sorry Jyr!

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Fri May 21, 2021 12:22 pm
by Jyrvess Ertil
OK. Improvise. I can do that. Jyrvess grimaced, but said nothing. She just put her mind to work solving the 'entrance' problem.

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Skullduggery for Gonks. 1 setback (thanks Manny!): 1eP+2eA+3eD+1eS 6 successes, 2 threat
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6! Successes. And Setback to next roll, the price must be paid in blood.

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Fri May 21, 2021 1:53 pm
by Flession
Prison Break!
Holy crap, that actually worked... I--I mean, yeah! Just as you all expected it would, without a single doubt in your mind, you managed to make your way into the main building. It looks fairly well maintained for what it is, which is a ruined building. Could guess it was some sort of municipality building, by the way some of the structure is setup. Doesn't really matter anymore, though. Making your way past the guards, you come down to what seems would pass as a cellblock. It's rather shabby and crude, but it looks to be stable enough to house a humanoid. Which it is, currently. Wow. The Chiss is in there! Got lucky there, right? Didn't even know he was in there! Just took a guess that he was captu--wait. Got to focus. There's locks on here. Non-electronic locks, at that. These Gonks really do have a thing against most electronic things. Weird.

One person makes a Skullduggery check at hard difficulty. Add two setbacks due to the rusted nature of it, which can be negated by having the proper tools. This roll can be assisted by one person that is physically there, if you wish. Everyone else who is not trying to open the lock must be on look-out. Roll Perception at Average difficulty, upgraded once. Everyone on Logistical Support can make this check. Failure means you call the suspicion of a guard, so follow the rules for "There's Always That One Guard...". Everyone not on lockpicking may participate in this part.

The Great Escape
Well, you got him out. Crowuashuso looks healthy enough to move, though it is apparent that he hasn't been getting enough food. He's also criticizing you for taking so long, not to mention your skills and lack of planning in his rescuing, but that's just the Chiss way of saying "thank you." Time to make a exit...which you really didn't plan on, did you? The price one pays for for your incredible improvisational skills. After taking what feels like a lifetime to the Chiss incredibly eager to get the hell out of here, you figure the best plan would be to go back out the way you came. Up the fence! It worked the last time, right? Though, you do have a straggler. You did plan on bringing something to help a potentially injured or weakened humanoid escape a large wall, right?

Same Procedure with You Raise Me Up. Crowuashuso will attempt to go thru the wall using Coordination. He will roll 1eP+2eA with 3 setbacks, due to his lack of nourishment. You may give him any equipment you wish to help his escape, but that does eliminate the use of it for yourself. He will make his roll last, and only has 4 Strain left, so may only attempt to retry twice before he passes out. He will roll 2eP+1eA for a Ranged (Light) if you wish to give him a Ascension gun with no setbacks. If you have other items or ideas, ask me.

Actions Have Consequences
You're home free! Jyr has made her way back to you all, so it's time to make your way to the extraction point. Everything is looking great! Well, Crowuashuso is a bit groggy and is complaining a lot, albeit quietly, but that is a minor annoyance. But, what you didn't know is that due to all the "unprovoked" attacks by some Mandalorian and droids (with some girl occasionally messing with their head) against the Gonk, they've improved their security measures by adding mines along several pathways. And, wouldn't you know it, those mines happen to be along the route to that very same Extraction point.

At this point, any upgrade to difficulties or setbacks gained at the camp are null, though any boosts or setbacks gained from The Great Escape will apply normally.

Roll a Perception check at Hard Difficulty. On a failure, you do not notice the mine wires and trip over it. Roll a attack against yourself from a short range attack (3eA+1eD+etc). If it hits, roll Resistance at a Hard Difficulty. Any boosts and setbacks gained from the perception roll will be reversed in function for the attack roll for obvious reasons. Any of them earned on the final roll will be applied to the next person.

On a failure, you are immobilized for the remainder of the scene. One person (including Crowuashuso) must make pass this in order for the mission to be a success. These checks cannot be repeated, due to the effects of the mine.

[[Prepare for a scene after this final check is made]]

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Fri May 21, 2021 8:10 pm
by Manny Donos
With a flourish, Manny produced his lockpicks, getting to work on the locks. With Sholua there to assist, holding picks and light, and generally being an encouraging presence, he is able to get the door open reasonably quickly.

"Don't worry bro, we're here to rescue you!" Manny assured the ungrateful Chiss.

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Prison Break! Skul/Agi, have lockpicks, 1eB Sholua: 2eP+3eA+3eD+1eB 3 successes, 1 advantage
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Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Fri May 21, 2021 8:37 pm
by Sholua Tempes
Sholua is occupied being an actual assistant to Manny . . .

--

Gave boost, so no Perception roll.

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Fri May 21, 2021 9:52 pm
by Nara Phln
Day 5 Smilin Faces Sometimes EE, perception at average with a difficulty upgrade: 1eP+2eA+1eC+1eD 1 success, 1 threat
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Nara kept her eyes up, playing what she would describe as 'super no touchy murder tag' with any guards around.

Re: Smiling Faces Sometimes [D5, EE] (Event)

Posted: Fri May 21, 2021 11:16 pm
by Jyrvess Ertil
Jyrvess was distracted by the surprising success of the operation...much to her regret!

Perception for GONKS!: 1eP+2eA+1eC+1eD 1 failure
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