@rush99999, I'm leaning towards not dinging you a stress for that flashback, but I do think that a Skulk roll for blending in is appropriate. I'll give you Risky position (if you get made immediately it'll be trouble, the cops are already out looking for you), Great effect (if you don't get made immediately, you're home free).
@ctrlsaltdel Is there anything we can do to help Ijin speed along, or anything to do onboard, or should I just post that Quintus boards?
I don't have anything I "intend" you to do at the moment, but the thought was that since both sides rolled mixes successes, I wanted to put one last obstacle in your way. At this point, unless something goes /really/ pear shaped, you're home free, but if you choose to just let Ijin make his own way back there may be some consequences to that in the form of heat (or maybe something else, I haven't decided yet).
(If you're looking for suggestions, you could always try the dynamic drive-by pickup in the ship--just gotta decide if you think the possibility of rolling badly outweighs the potential consequences of waiting patiently)
1) It's been a minute since Meri was online, and I haven't gotten a response over PM--is everyone ok with moving forward without her? If so, does anyone object to me updating the interest check looking for another fourth?
2) I've been chewing on it, but I really can't come up with anything that makes sense and is interesting to put between now and Ijin arriving at the spaceport. Does anyone object to me fast-forwarding to space, and picking up with Cho-Tyrek coming to in the brig?
Hey, quick question: You know those alternate characters the book says we should have on hand in case your current character becomes lost while indulging there vice? Can those guys be on the ship when not in use or would you prefer them to be off elsewhere and doing their own thing?
Hey, quick question: You know those alternate characters the book says we should have on hand in case your current character becomes lost while indulging there vice? Can those guys be on the ship when not in use or would you prefer them to be off elsewhere and doing their own thing?
If y'all want to have an extra person or two on the ship for flavor purpose and everyone agrees on that, I don't have a problem with it--but if you want to gain any mechanical advantage from their presence we'll need to figure out a way to cash that out in-system.
That's all I have planned before the rendezvous to drop off Cho. If you want to do anything else in the intervening time, feel free; otherwise, we can skip directly to docking with the Ashen Knives ship.
also, I want to take the temperature here on the tone of the campaign. it seems like everyone has settled into... if not full-blown villain protagonist status, at least fully amoral mercenary. it's not my style to plan too far ahead, but as I'm laying down some general ideas about the direction the story takes, it's strong possibility that the Cerberus ends up in direct conflict with groups that are significantly more sympathetic than our PCs.
that's not a problem on my end, but I want to make sure everyone's on board with potentially being the bad guys in the story, or if you'd prefer I keep things more grey-vs-grey, or something else.
Since I'm probably gonna be using him more than Ijin during the hand off to the Knives, I've made a character sheet for Jor'eth.
Jor'eth Arthrollas, the Speaker
Alias: Jor'eth Arthrollas Alternate Alias: Joe Look: Looks like this.
Heritage: Xeno Background: Syndicate Vice: Weird
Class XP Trigger: Address challenges with deception or influence.
Starting Ability:Xeno
0 stress: Use Command in place of Attune. Clear 1 stress by committing an act of betrayal or remaining within the presence of someone feeling misery for a prolonged period of time. Flight.
1 stress: Use Command in place of Scrap. Physically enter or leave the Way. (These abilities might cost 0 stress if their use aids in the fulfillment of a contract.) Create mystically binding contracts.
2 stress: Use Command in place of any other action. Allow a vehicle you are riding in to physically enter or leave the Way. Extract souls from living humans, xenos, Urbots, or anything else that has souls. (These abilities might cost 1 stress if their use aids in the fulfillment of a contract.)
Optional Rule: When you break a contract, actively choose to remain on a holy site or in the presence of a holy symbol, refuse a command from someone who knows your true name, or perform an act of kindness with no ulterior motive, take level 2 or level 3 harm (based on how badly you have broken the contract, how long you have chosen to remain on the site or near the symbol, how completely you have defied the command of the name knower, or how out of your way you have gone to be nice for no reason) called “Di'munic Weakness” and add a gambit to your crew’s gambit pool. This harm can only be removed by devouring a soul that has been extracted as part of an unbroken contract.
Special Abilities:
Old Friends - Whenever you land in a new location, write down a friend you know there (under Influential Friends on your playbook sheet).
Insight [1]
Doctor Hack Rig Study
Prowess [0]
Helm Scramble Scrap Skulk
Resolve [3]
Attune Command > > > Consort > > Sway > >
Trauma: 0/4 - N/A
Influential Friends: Otto - [Friend] - a mysterious black marketeer and smuggler - Jor'eth visits him when laying low to dine and plot and play the biskit game with him. Arryn - [Rival] - a Noble - Jor'eth betrayed them to a rival house to obtain the Cerberus. Manda - a Counters Guild member - and Jor'eth's accountant. Kerry - a doctor - Jor'eth owns her soul. Je-zee - a diplomat - Jor'eth owns his soul.
Bio: No one completely knows the true story of Jor'eth's life in the Way for certain. He changes it with each retelling. The only thing that can be extrapolated being that he is fairly young by the standards of his species. Older Di'muns prefer to live mainly in the Way, content to wait for some particularly powerful mystic to summon them in hopes of striking some dread bargain. Details regarding his life out of the Way is much easier to come by though. Jor'eth Arthrollas first emerged from the Way approximately 27 years ago. Conspiring with an intergalactic man of mystery known as Otto, Jor'eth established himself as a free agent among the Syndicates of the Procyon underworld. His most recent enterprise is an off-licence bounty hunting service run out of the Cerberus, a ship he acquired after selling out a minor noble Jor'eth had worked with in the past.