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Turn
Campaign:Black Moon
Adventure:Depths of Regina
Send To:Jack, Kyle, Midnight, Omen, Surge, Vamperina
Turn Start Date (ex. 12/31/6565)
Turn Number:2.1
Combat Turn:
Subject:Preparing for Weyland
File Attachments:Depths of Regina - Turn 2.1 – Preparing for Weyland

GM: I’m going to include an updated timeline to this point so we can continue to roleplay accurately.

GM: Remember Jack, Midnight, Vareq and Surge will be fairly busy with the Weyland bid for the next 12 hours. You, of course, can roleplay conversations but they will be focused on that task. So by mid morning on the 15th all will be ready to do other things.

July 13th turned out to be a memorable day for everyone, with Isobella coming in to meet with Jack about doing some security shift work at Tolgrath’s Equipment Facility. She agreed to share a shift with Vamperina on July 14th, from 6pm to midnight. Then an impromptu training session sprung up with the group really getting to meet Isobella and share many mutant secrets with each other. The next day proved to be just as eventful. The day started out as mundane as the others, with the exception of Midnight who was fully enjoying himself at the defensive systems showcase. At 3pm, an excited Midnight returned with the lead on the Weyland Mineral Extraction job. It so happened that everyone was around when he returned and the discussion of the bid took the focus. At 4pm, Isobella arrived at the office.

ISOBELLA: Isobella arrives wearing a guard uniform and sidearm (her
stun gun). The uniform doesn't look armored, but her armored
underwear provides as much protection as a bulkier armored uniform
would, without impeding her movement. The one thing out of place is
that she's bringing her attache case.

ISOBELLA: Disguise 17- to come up with appropriate guard uniform [rolled 3]

ISOBELLA OOC: I guess she got the guard uniform right :-)

VAMPERINA: Vamperina wears her normal armor and carries a Predator II
pistol. She and Isobella will head out to the job site in her car.

----------

ISOBELLA: "Hi all. I'm ready for my shift. Oh, I've had another case
come up, a missing person. So I'll be heading down to Ridgeton after
the shift."

SURGE: "A missing person? A friend of yours or is this a detective
case? Ridgeton, you say? Wow, that's Under City. I'm guessing you
can handle yourself down there fine, right?"

VAMPERINA: Under City? Vamperina perks up and waits for Isobella to
reply to Surge's question. She has made quite a few forays into the
Lower City but has yet to venture too deep into the Under City.

ISOBELLA: "A brother to a former classmate. But the father is
offering a reward so I suppose this is a detective case. I've been
down to Ridgeton before, I can handle that part, but I might be able
to use some help to get him out once I find him."

KYLE: "That sounds like something more up my alley. I may not be great in a
fight. But I'm aces at moving people quickly and bypassing retraints."

ISOBELLA: "I would be happy to have your assistance, but first I have
to find him."

VAMPERINA: "I would also be willing to help with this search and rescue
effort. Just let me know how I can be of assistance."

KYLE: "Just let me know how I can help."

ISOBELLA: "I'll let you both know when I have something more than a
general area to go on. It looks like RGambit is involved, but I need
to narrow things down more."

GM: Vamperina and Isobella's shift at Tolgrath went smoothly as the
previous day's shift. Let me know if you do anything different than
just split ways after the shift.

GM: Isobella, please submit the following rolls:

1 Streetwise
1 Criminology
1 Detective
1 Mystery roll (3d6)

ISOBELLA: Isobella won't ask her to do so, but if Vamperina wants to
come for the investigation, Isobella will accept her help.

VAMPERINA: Vamperina will definitely look for an opportunity to bring
it up, probably on the drive to the site. "I am definitely interested
in going with you to the Under City and help you look."


ISOBELLA Tech: Assuming that these rolls aren't needed at the same
time so that her levels can be switched:
Streetwise 15- [rolled 15]
Criminology 20- [rolled 7]
PS: Detective 17- [rolled 17]
Mystery roll [rolled 17]

VAMPERINA: Not sure if you want any rolls from me but here they are:

Streetwise, 13- [rolled 10]
Mystery roll [rolled 12]

GM: Let me know if anyone else is going to join you on the first trip
down there. Also, please indicate what you intend to take. Mode of
transportation, how you’re dressed and any equipment not on your
character sheet would be the most important things I need to know.

ISOBELLA (OOC): Looks like Vamperina will be going on the initial
investigation. I was thinking of traveling by public transport so
that we don't have to worry about a parked car. A change of cloths is
definitely in order. But since I don't have streetwise or detective
skill I don't know what would be appropriate. But she would use her
disguise to either blend in or to look too dangerous to mess with,
whichever would help investigation easier. This outfit would have
been picked in advance. There's not much she can do about Vamperina,
but hopefully she has some clothes other than the guard uniform
handy. Bringing all equipment on the character sheet, but only the
equipment on the character sheet (I put everything I could think of
on the character sheet when I made the character).

VAMPERINA: Concur with Isobella that we will take public transportation.
Vamperina will wear more appropriate clothing over her normal armor.
She will have her Predator II pistol with AP ammo.

VAREQ: Upon hearing that Isobella and Vamperina are going to Under City,
will catch Isobella by the shoulder.

"I don't want to tell you how to do your job, but if you're going to Under
City you should have a guide. Gang territories change. All of the gangs
have mutants as well as heavy firepower. The Mist is entirely composed of
mutants...."

OOC: Vareq knows Under City intimately, but Eric has forgotten most of the
info that Marty gave me.

GM: I'll let you roleplay out this out as you see fit but I'll
clarify a few things so you are aware of what your characters know.
Vareq is very familiar with part of Under City, however it is not all
of Under City. Vareq is not that familiar with Ridgeton where
Isobella is headed. Isobella is the most knowledgeable with Under
City in the group, having made countless trips into this layer of the
city. Surge has the entire city memorized and knows an incredible
amount of information about each layer but is about as streetwise as a
turtle so unless you need directions to some location his knowledge
isn't as useful as Vareq or Isobella's.

GM: Having said all this it is not unreasonable at all for Vareq to
assume he knows more than Isobella about this. Both have great skill
bases for dealing with Under City.

VAREQ: After talking with Isobella for a few minutes, Vareq will conclude
that she doesn't need a guide after all.

"Forget what I said. It sounds like you know what you're doing, so I'll
leave you to your business. I'll be...procuring equipment for the Weyland
trip, and making a few connections, so I'll be in the area. Call if you
need me."

---------

GM: One thing we need to finalize is what equipment you plan to bring. We
started a list earlier but one thing that would help out is if you
drafted up the powers for each item brought along. If I do it, it
will simply delay the turn and I don't feel I need to draft up all
powers. I will make sure all fit into what you can realistically get
a hold of though. Please use the website for a starting point on
weapons and equipment.

VAREQ: Advanced Polymer Battle Armor
Thermo/LI goggles with Flare Compensation
Respirator

4 Concussion grenades
4 Flash grenades
4 Sleep Gas grenades: 5d NND Area Effect 5" vs LS breathing
4 Frag grenades: 3d RKA +1 Stun Explosion

Binoculars
Grapnel Gun
Climbing equipment
Survival gear w/portable tent, heater, etc.
First Aid kit
Communicator
Monofilament Combat knife: 1d HKA AP, +1 OCV, Str Min 9
Wraparound light-adjusting sunglasses: 5 Flash Defense

It adds up to about 8000 credits

VAMPERINA: The only special equipment that Vamperina will take with is
clothing appropriate for the climate. She will also have her Predator
II pistol with AP ammo that she rarely uses anymore as her mutant
"field" seems to be causing it to misfire way too often when she tries
to use it. The only other equipment she will have with her is her tres
chic kevlar armor and parachute (for which she has paid character points
for so they are not susceptible to the "mutant rule").

JACK: Jack personally is bringing his new tres chic Kevlar and his
repaired personal communicator (finally decided to fork over the points
for it, too unreliable otherwise :( Here's the way I defined the
communicator:

Encrypted Communicator: High Range Radio Perception (Radio
Group), Encryption/Decryption (x1 Active Points; +1/4) (15 Active
Points); Fuel Dependent (fuel is Very Common; must refuel Once per
5 Minutes transmitting; -1 1/2), OAF (-1), Extra Time (Extra Phase,
Only to Activate, -1/2), Real equipment (-1/4)

Basically it takes way too much power transmitting so it drains its
batteries quickly, but it can be used passively to receive longer. If you
prefer a continuing fuel charge I can go that way instead. Real cost is
3 points.

JACK: As for the mission equipment, my mission is the Robotics one,
so I will leave that selection up to Surge, as the tech. My vacc suit
obviously will be coming along, not sure if I'll need it, but better to
have it and not need it than vice versa. If my vacc suit does not have
appropriate visual scanners to pierce the atmo on this lava world, I
should upgrade it, I suppose...

ISOBELLA: Isobella will be bringing her attache case of equipment,
armor, and weapons (all of which are on the character sheet)

MIDNIGHT: Midnight will double check both the permits SCE has and his
sources for such weaponry/explosives. Unfortunately, we haven't had the
funds to complete the storage facility we need for keeping high grade
explosives in stock.

KYLE: I assume you mean the equipment that we want to bring, but that we
have not paid points for (i.e., equipment that could malfunction). Kyle
would bring a vacc suit with him. (He doesn't need it, but if he doesn't
have one, people will ask questions.) He'd also have a doctor's bag,
suregeon's kit, and some biocort, in case there are people with injuries.
(Yes, I know we're going after robots, but it never hurts to be careful.)

KYLE: Oh yea, and a communicator of some sort. And some kind of an
ultra-portable computer for him to do hsi research on. And to the extent he
has space, some simple scientific sensors he might use to take some data
while they're on the lava planet to further some research project or
another he had on the back burner. Also, how specific do you want us to get
as to what's in our vacc suit? From Kyle's standpoint, it's not that
expensive, so he'd prefer to get it loaded with whatever is available.

GM: Just choose a Vacc suit off the equipment list and mark off the expense.

GM: You can probably just pick one off of the web site and then specify some
things that you want in it.

For some ideas, look at public turn 6.5 under Black Moon/Mystery
Spaceship. It has some plain language descriptions of the vacc suits
and there is discussion of additional options as you scan through the
turn, including some that Vamperina (who was one of the only ones who
had vacc suit skill at the time) considered necessary.

Here's the link to 6.5:

http://www.championsoftheempire.com/A55A94/Champions.nsf/9394b8314e98b3f786256f5100549bc9/d11b0cd3c29f2a3586256e21005333e7?OpenDocument

JACK: I spent a little more time looking for specifics on the sensor
capabilities of upgrades to the vacc suit. Unfortunately they are
severely limited, which doesn't seem right :) I do have the PRIS
binoculars that we got while working for the IIS, a map box, and a
heads-up display, can those be configured to work in hostile
conditions? Presumably the Infrared scanner of the suit has a built-in
display on the faceplate, can that accept outside input? Basically I'm
figuring that while IR will be useful to have on this lava world, it will
definitely have its drawbacks too (since so much will be be washed
out by the brightness of the heat sources). The PRIS binocs have the
capability I want, but can't be bought as a spacesuit option...

I would also have a radiation counter, depth gauge, and echo sounder
just in case. The atmo tester is built in to the suit, but I suppose I
should get a separate one in case I'm forced to work without the suit.
The inertial locator/navigator is built in to the PRIS binocs. I also still
have the rescue ball, but that's only for HUGE emergencies, since if it
ends up in a place that's too hot, it will be compromised.

I think that's about it :) Hopefully if I'm caught off guard it won't be
because I didn't bother to prepare.

----------


KYLE (OOC): Say, that makes me think, for all of the PCs who don't have
life support - when you use a vacc suit, is there always a chance that
it'll fail at the wrong moment? [At a 13- activation, I want to handle the
liability cases for this one! ;-) ]

GM: I don't usually use the "mutant factor" rule for vehicles, and I treat
vacc suits as vehicles (they are bulky and have their own SPD
characteristic). If you wanted a high tech vacc suit that would be
considered clothing instead of a vehicle, then you would want to pay
points for it.


----------

Depths of Regina - Turn 2.1 - Investigating Ridgeton


Isobella and Vamperina returned to their apartments, getting into the appropriate dress. They then headed off to the nearest CART terminal, catching the next transport heading into Geron Villas, the Lower City neighborhood underneath Prospectors Quarters. The transport was mostly empty with the bulk of passengers on their way home from the first night shift. The two women got a variety of looks ranging from disbelief to suspicion. Almost all the passengers happened to be male. The transport finally came to Isobella’s planned stop and they both departed.

As CART does not service the Under City, travelers have to change transportation to get to the city’s lowest level. Normally this involves driving or walking down one of the access ramps where they can then board the Under City’s subway system. Isobella knew of another way that was more discreet. She led Vamperina to the Frenco building in northern Geron Villas. The building was a combination of office space and apartments. Entering through the lobby, she continued past the public elevators, turning right until they entered an area that looked less maintained and probably used by the maintenance staff. Isobella punched in a code into the service elevator and several moments later it opened. The two entered and Isobella chose the fourth button out of two dozen.

The two descended in the elevator for what seemed like an eternity. Isobella informed Vamperina that it takes a while to descend and that this elevator would take them to the Under City, just a block from a subway entrance in Ridgeton. Isobella used this time to give Vamperina several pointers about Under City, many of which the streetwise combatant was already familiar with. There were a few points that were helpful though and Vamperina filed them away mentally. The elevator finally came to a halt after three minutes of descent. The two women exited, continuing out a nearby service door on the Frenco building.

The surrounding sights of Under City were not all that different from Lower City at night. Ridgeton, being the highest point in Under City, looked over the rest of the level. Thousands of lights blinked and glowed in a dim haze that hung over the lowest level. The ‘ceiling’ as it’s commonly called, was only 30 meters above them at the Frenco building. It extended across the entire level with various access points crawling downward toward the city floor below. These switchbacks were the most common way to enter the Under City but often time were subjected to random check points set up by the various gangs and neighborhood militias that ran the Under City.

Isobella had a trail to follow with a handful of clues. The ancient detective made her way methodically through the evidence starting by visiting several of her ‘contacts’ in the neighborhood. Vamperina followed as the two went from one building here to a residence over there and so forth. All the while neither encountered any trouble. Ridgeton, as Isobella informed Vamperina, was one of the safest neighborhoods in Under City with a strong neighborhood militia that kept most gangs from running the streets. Their subway travels were also uneventful, though neither woman was unfamiliar with their use.

It was three AM when Isobella finally pieced together all the clues. Isobella was pleased as she was concerned it would take her several days to get a strong trail but she was on a roll tonight. Her initial suspicion was true, RGambit was responsible for the kidnapping. However, one of her informants indicated that they sold the captive to the Necriteks, a nasty gang from the Eureka South neighborhood. It was a dangerous lead to follow and Eureka South was one of the worst neighborhoods in Under City. Isobella decided to confirm that RGambit’s main safehouse did not hold Bryant, Tara’s brother.

Getting to the safehouse was easily done. It was an old mansion with a spacious yard and large iron fence. It was actually decorated in ancient Terran Victorian style, bringing back distant memories for Isobella. No doubt, they had outfitted the grounds with a collection of surveillance devices so the two needed to use caution.

As Isobella scanned the property she had skipped over a few unlit alleyways. Vamperina noticed some movement and had the feeling trouble was brewing. The screeching of tires came from one alleyway, while the sound of rattling chains came from another.


GM: We will now go to combat time. Please submit any perception rolls that are appropriate to know what you can see in the situation.

ISOBELLA Tech: Base perception 15-, + 2 overall skill levels if
appropriate (they might be being used elsewhere) [rolled 7]

VAMPERINA: Base PER is 13- except Normal Smell is 15- [rolled 11]

VAMPERINA: And, in case it is appropriate, here is her Danger Sense
roll, 14- [rolled 10]. Since you indicated that Vamperina "had the feeling
trouble was brewing", you may have already made it for her. In any
event, she activates her Densified Epidermal Layer.

GM: I’ll see if I can throw together a map. I’m not sure which program I’ll try out but I have a few demos I can choose from. It may not be that important for today’s combat though.

GM: Isobella is 80% sure that Bryant is not here but has indeed been sold to the Necriteks. This practice is not uncommon, especially when debts need to be settled between gangs. The common practice is for the other gang to send a ransom request to the family, which usually would be astronomical, such as 500,000cr. However, there is a chance that the transfer hasn’t happened yet and that Bryant might still be here, though it’s a long shot.


GM: As you can probably guess this encounter wasn't intended to be
challenging and really is more for flavor. I'm happy to play it out
to its conclusion but if either of you want to move on we can just
time flow the rest of the battle. One of the things that I would like
to find out is what Vamperina and Isobella intend to do after this
encounter.

VAMPERINA (OOC): I'm fine with time flowing through it. Vamperina would focus on tryingto knock out the leader so that Isobella can talk to him later and find out if he knows anything about the kidnapping victim.

ISOBELLA: And here I thought Vamperina was trying to kill the leader
<g>. In any case I'm fine with time flowing through it. Isobella
would keep chasing the car until she can see (this time staying next
to the wall where she'd be hard to hit with a car without the car
crashing). By the time she can see again, I expect Vamperina would
have the rest incapacitated.

After the fight, Isobella would move away from the compound, circle
around, and try to approach from a different direction. The fight is
likely to have attracted the attention of anyone inside. She won't be
in a hurry to do so, so as to give anyone inside time to calm down
and/or get back to sleep. As for talking with the leader, Isobella
has already identified him as a minor gang, too small for the others
to bother with, she doesn't think it likely that he knows anything,
and doesn't want to tip her hand as to her target (if she asked
questions, he might alert the gang we're trying to check out).

VAMPERINA: Once Isobella makes it clear that the gang leader is too
small of a fish to know anything important, Vamperina will follow her
lead and depart the area with her. She will maintain her densified
epiderman layer for the entire time we are down here.

The scuffle between the Isobella, Vamperina and the Burnt Denizens
ended as quickly as it began. Vamperina only need one more hit to
knock out the leader. After breaking the arm of one of the gangers,
the others backed off. With no opponents and the leader down,
Vamperina waited for Isobella. Their vision returned to normal and
Isobella indicated for the two to move on as quickly as they could.
They left the minor gang to pick up its wounded and return to their
vices.

As Isobella predicted the noise from the encounter roused some
awareness in the compound and the two decided to wait it out. The
safehouse returned to its quiet state after twenty minutes and the two
carefully scoped out the mansion. Not being too bold to enter,
Isobella was able to collect enough evidence to confirm that Bryant
was no longer being held there, leaving the only plausible explanation
that her previous hunch was accurate. Necriteks had the young man.

GM: This is the perfect place for the rest of the group to discuss
how they want to proceed, assuming Isobella would like the help. The
experienced detective knows that this is not a single person job.

----------

MIDNIGHT: If asked, Midnight will gladly help. He hasNO experience in
UnderCity, so it's up to the rest to decide if he'd be a help or a
liability.

VAMPERINA: (After returning to base) "First I'd like to find out what
you know about the Necriteks and where they might be holding him. I
assume that they are a bit more of a challenge than that gang that we
fought?" Vamperina will bring the group up to date on their minor
encounter with the Burnt Denizens.

ISOBELLA: "Yes, the Burnt Denizens was only a minor gang whereas the
Necriteks are a major gang." Isobella continues briefing those who
are interested about what she knows of the Necriteks.

JACK: Now that I'm almost completely out from under this mountain
of paperwork, I would be glad to help with whatever op you plan to
retrieve him. I am best used as a major distraction or front line tank or
for intimidation tactics, but subtlety is not my strong point. Just clue
me in to the plan when you've made it, and I'll do my job. Unless you
think that negotiation is an option... From what you've said so far that
does not seem to be the case.

JACK (OOC): Jack is still busy preparing the bid submissions, but will
be done later that same day, so figures it will take you at least a few
hours to figure out a plan and make a move, even if you don't wait
until dark, which it seems you would choose to do anyway. He just
can't be heavily involved in the actual planning.

KYLE: "If you can narrow his location down to something reasonable, I can
search for him remotely. Say a single small building or a few floors in a
larger building. In theory I could search a larger area, but then the time
cost gets great. And we run into the possibility that he might be moved
while I was searching back to somewhere I'd already determined was 'clean.'
"


----------

GM: I'm going to make some assumptions about timing of the return and
time flow a bit.

Vamperina and Isobella returned to the office around daybreak. They
were tired but the adrenaline of the night had them going strong. The
two discussed the various options on the way back and came to the
conclusion that the rescue would be a good company activity.

Shortly after breakfast everyone gathered to discuss the rescue and
what was known about it.

Isobella explained that this was a gang kidnapping of her classmate's
older brother, Bryant. The father is offering a reward of 50,000cr
for his safe return. He's been missing since the 12th of July. He
was originally kidnapped by RGambit for missing some payments on some
debt he owed. The young man was apparently starting to get into some
shady business dealings and it eventually caught up to him. However,
she and Vamperina had investigated the kidnapping more and learned
that RGambit sold Bryant off to the Necriteks. This large and
powerful gang was based in the Eureka South neighborhood of Under
City. Anyone knowing a bit about Under City had undoubtedly heard of
Eureka South as the most dangerous part of the city. Visibly
displayed weapons and shootouts were commonplace and strength ruled.

Isobella went on to describe what she knew of the Necriteks. The gang
was known for their brutal and aggressive tactics in the Under City
power struggles. Their leader was Defiler, a powerful mutant that can
warp and manipulate living tissue. His second in command was known as
1D34D, a well-known decker and wicked strategist. The gang had three
type of followers. First were the Disciples, a tight group of leaders
that run the gang's activities. There were believed to be twelve of
them though Isobella only knew of a few for sure. Second were the
Minions. These were the loyal members who carry out the tasks for the
gang. Third were the Parasites. These lowly wanna-bes were trying to
earn their way into the Minion ranks and would do anything to get
ahead. They remained in the normal communities of Lower and Under
City until they were promoted. They were the eyes and ears of the
Necriteks and have been one of the reasons for the gang's growing
power base.

A good portion of the members are mutated in one form or another.
Defiler was able to enhance parts of each member and as one gained
rank in the gang they would be gifted with other enhancements from the
gang's leader. It was rumored that he sacrifices victims in this
process. Another source of their power was based on drugs. Most were
addicted to a large variety of various illegal substances. Some of
these were used for fighting purposes.

They have several strongholds but Isobella's clues pointed to a
specific compound near 'The Wall', the barrier between Cape Goliath
and the Goliath Mountains. She did not have much information on this
location but expected that it would be heavily fortified with
electronic and physical security measures. She added that the
Necriteks monitor all of their territory and it would be hard to slip
by without someone being aware and following behind.

ISOBELLA OOC: Is the compound small enough for Kyle to search remotely?

GM: Kyle can scan the compound remotely. He has, if I'm not
mistaken, a 32km range to scan visually and audibly. The direct line
distance to the compound from the SCE office is 18km. Let me know if
Kyle is planning on scanning it from the office.

---------

VAREQ: "I can think of a few things. One: what do the Necriteks want with
Bryant? I'm guessing ransom, but it could be something more nefarious. He
might actually be in league with Defiler. I'm guessing there hasn't been a
ransom claim yet, but we should check. Also, we should interrogate
RGambit. You may have already done so, but I'm not sure that you're quite
as thorough as I am."

ISOBELLA: "I don't think Defiler will use him for spare parts, at
least not until he tries to ransom him. If that's all the Defiler
wanted, he could have gotten bodies more cheaply. But it does add an
extra punch to the threat to kill him if the ransom isn't paid. We'll
need to make sure we get this right the first time." Isobella
welcomes the advice of the others, she's skilled in infiltration, but
this place is a bit more heavily fortified than her usual target

"If we just want to get into the Necriteks stronghold, probably the best
way would be to find an inside source to bribe/cajole/control for a way
in. Considering what Defiler would do to people that double-cross him,
that may not be easy. Also, we could grab one of the gang members and
interrogate him to find a secret entrance into their compound. We could
also consider a temporary alliance with a rival gang, for support,
tactical information and a distraction while we make the grab."

ISOBELLA: "I think we'll find that anyone in the area would be
terrified of the idea of crossing the Necriteks. For that matter, it
would probably be better if we didn't leave behind any clues to who
we are either. Unless you know of some group deserving of the
Necritek's attentions, in which case we can leave some false clues."

VAREQ: "You think we'll be able to rescue Bryant out from under the
Defiler's nose without him figuring out who we are?"

He grins.

"That's a tall order. Now, if Kyle or myself could use remote viewing to
find Bryant, teleport in, grab him and teleport out that might be
possible. I can't imagine any other strategy that doesn't get us noticed."

"If you can take me to some place that Bryant has been, preferably some
place of great emotional content, I can use remote viewing retrocog and
see him, then I'll be able to scan for him."

----------

GM: Surge runs some analysis with Isobella and identifies several
points in Cape Goliath for their close proximity to the Necritek's
compound and relative ease of undiscovered entry.

Rollinsville, Mid City - 500 m from compound. Risk low.

Rollinsville is a fairly stable Mid City neighborhood. It's a less
secure and patrolled than Prospectors Quarters but it should be easy
for the group to discretely find a base to operate from. It does have
many access points to the Mining District beneath it in Lower City.

Ridgeton, Under City - 8.5 km from compound. Risk moderate to low.

Ridgeton is not all that close to the compound due to the compound
being in the south east corner of Eureka South. It's surprisingly not
as risky given the gang rivalries that would keep the Necriteks from
being as aware of things as you might suspect.


Mining district, Lower City - 200 m from compound. Risk moderate.

Mining district, just above Eureka South, is very close to the
compound. Isobella believes the Necriteks will have a strong presence
of parasites in the area so it's a bit more risky than you'd expect
for a Lower City neighborhood. The Necriteks have a good amount of
power in these neighborhoods but operate from the shadows so it's not
overly obvious. The other weakness with the Mining district is that
it has only two access points into Eureka South, both of which are
monitored by the Necriteks and only one of those is close to the
compound with a distance of 1.4 km.


Eureka South, Under City - 0 km from compound. Risk very high.

Eureka South is a large neighborhood at 8km x 4km. The Necriteks
essentially see everything that happens within their territory. With
careful planning you should be able to enter but have a very good
chance of being followed. Some clever approaches might be able to
mask your true activity though. Another option is to bribe some gang
into providing a distraction nearby. The advantage of going this
route is more of the team could be in place if something were to go
wrong.

----------

KYLE: While Kyle is not aware of any easy way to track his dimensional
windows, he understands that it is a theoretical possibility. And given the
purported use of mutants by the Necriteks, it's probably better to be safe
than sorry. He'll do the scan from a neutral place, preferably out of the
way, in case it draws unwanted attention. (An abandoned warehouse, a park
at night, etc. would be just the right sort of place.) A few people for
backup might not be out of the question either.


VAMPERINA: "I think we should wait until we establish a forward
operating base before we do the scan of the compound. However, Kyle
could scout out some sites to use for a forward operating base."

KYLE: "I'd be happy to do so."


----------

(referring to Rollinsville)

VAMPERINA: "This sounds like the best location to base ourselves out of.
It's only half a kilometer from the compound. Once we get set up here,
Kyle can try to scan the compound. However we should be prepared for
the possibility that they may detect and be able to backtrace the scan.
If they are unable to detect the scan, then Kyle can get a detailed
layout of the compound and hopefully locate the hostage. He can also
try to find a nearby location where we can teleport in, grab the hostage
and teleport out. I'm guessing it won't be that easy and parts of the
compound may be able to prevent teleportation and/or scrying."

VAMPERINA: "If everyone agrees on Rollinsville, then some of us can go
down there and find a suitable place. We don't have a lot of time so we
need to move quickly. I would suggest that Jack, myself, Isobella and
Vareq go down there and find a place."

VAMPERINA: "Kyle, would you be able to tell by using your remote sensing
ability whether an area is protected from teleportation? In fact, do
the same things that prevent your teleportation also prevent your remote
sensing?"

KYLE: "The technical answer to that question is yes and no," he says in
typical scientist manner. "But," he adds more helpfully, "in a practical
sense, the answer is mostly yes. While there are a few theoretical
mechanisms that would stop one but not the other, the vast majority I've
considered in practice or in theory stop both. Since they each involve the
creation of dimensional rifts, anything that will disrupt dimensional
distortion will prevent me from using either ability."



VAREQ: "Rollinsville sounds like a good place for a staging ground close
to the compound. Isobella or I could go first in disguise and rent a hotel
room. The rest of us could come in by aircar and go directly into the room
so we won't ever be seen. From there, Kyle and I could scan the compound."


"Kyle, can you teleport all seven of us half a kilometer? If so, then as
soon as we find Bryant we teleport in, grab him, and teleport back."

"If it works well we shouldn't ever be seen. If it doesn't work well we'll
all be together, and I doubt even the Defiler has enough firepower to
handle all of us."

KYLE: "The distance isn't a problem, but the mass might be. I could move
five of us without any significant effort. In a pinch I could probably
manage all seven, but it would be a definite strain." [TECH: I'd have to
push.]

JACK: And Bryant makes eight, so maybe two trips for the exit is in
order, or a smaller infiltration group. I suppose if all you're doing is
the
teleportation you can probably handle two high-burn trips... It will
depend on the results of the scan, which guards are there, if any, etc.
If nothing else I can always leap out and away on my own if we have
to, I doubt they can easily keep up with me, although I might have to
deal with a troublesome landing ;)

----------

VAMPERINA: "If there is no more discussion, I'd suggest we move quickly
to find a likely spot in Rollinsville. Jack, Vareq, Isobella and I can
head down there now and spend a short time looking for a likely spot for
a forward operation base. Once we have it (and a couple of backup
locations), we will contact the rest of the team and they can come down.
Then Kyle can begin his scan of the compound while we stand ready in
case they are able to backtrace it and send their thugs to us."

Streetwise roll to find a place in Rollinsville, need 13- [rolled 13]
AK: Cape Goliath roll to know of a likely place beforehand, base 11-
[rolled 16]

GM: Isobella and Vareq should also submit rolls.

JACK: "I might know of a great place to try..."

TECH: Streetwise at 15- [rolled 10]
TECH: AK: Cape Goliath at 15- with level [rolled 9]
TECH: CuK: Cape Goliath at 14- [rolled 14]
TECH: Ubiquitous contacts 11- [rolled 10]

VAREQ: "Hmm..."

Streetwise 15- [rolled 15]
AK: Under City 15- [rolled 14]
AK: Cape Goliath 15- [rolled 13]

"I honestly think that we should limit the initial
scouting-for-a-forward-base team to as few members as possible. Isobella
and I can disguise ourselves, and we can make disguises for those that
know how to play the role (Jack), but I agree that we should remain
anonymous so we shouldn't go as ourselves."

"If you're worried, Kyle can keep an eye on us remotely, and teleport the
in cavalry in case of trouble. Surge could even run cover via cameras with
his alter ego."

JACK: Jack's disguise skill 13- with level [rolled 10]. He welcomes more skilled
help with this if Isobella wants to make a complementary roll, for
instance.

ISOBELLA: Complementary disguise roll 17- [rolled 10]

ISOBELLA: Isobella likes the plans that the others have come up with.
Despite being the 'young' member of the group, she has more
experience than most. But most of that is experience going solo. Its
been a LONG time since she worked with a group like this, so she
stays quiet and learns how they work together. She's pleased by what
she sees.

OOC: Sorry about being slow. Work has been especially frantic lately,
and at home I'm shopping for a new computer to replace my Jan 99
model. It's served me well, but it's starting to get temperamental
and the window is closing on getting a computer that can run my old
programs.