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Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
OOC Thread

Somewhere in the Indian Ocean, the massive stealth aircraft carrier Vigilant Empress glides silently over the waves, undetectable by all but the most advanced imaging and radar technology.



On board, O.C.A.M. agents and technicians scramble, making final preparations for the operation codenamed Passing Angel. Two teams of agents, freshly prepped and briefed, gather in the hangers, while a team of technicians finishes up the pre-deployment equipment check on a pair of small submersible jet-craft.

Climbing on board, the agents check their gear one last time, as the hulls are sealed, and the craft are shuttled outside to the deployment elevators. Slowly, they are lowered into the stormy water, as the darkness of night overtakes them. Radio chatter hums in the background, as rain drops beat furiously against the canopy of the tiny sub. And then the drop, and the world is a million miles away.



The deployment orders were certainly sudden. In the span of five hours you were alerted, and brought onto the Empress by train, helicopter, and high-speed jet. And now, you're slowly sinking to the bottom of the ocean, while the soft glow of LCD screens bath you in dim light. It's very peaceful for a moment, before the turbines kick in. Then the tiny submersible is careening toward it's pre-determined target. Operation Passing Angel is underway.

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

Welcome to the game, Agents. Your first assignment is select your Gear for this operation. As explained in the OOC thread, we're using an Extras system for Gear. To recap the basics, your agent may carry up to six Blocks of gear at once. Gear is divided into four categories - Free Gear (Purple = 0 Blocks), Light Gear (Green = 1 Block), Medium Gear (Orange = 2 Blocks), and Heavy Gear (Red = 3 Blocks.) Since your mode of conveyance to the operation zone is particularly cramped, you may only choose 3 Blocks worth of gear to enter the Operation with.

If you have questions about the particulars of these gear options, ask in the OOC thread. I'll provide more detailed information as the game progresses.

In addition to the gear you choose, each agent also has four pieces of Free Gear: A Tactical Wetsuit, Cognitive Radio Headset, Glock 34 pistol, and Combat Knife. Refer to the Materiel Database for your current options.

Danger-Pumpkin fucked around with this message at 03:51 on Apr 7, 2015

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Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
O.C.A.M. Intelligence Database

Persons of Interest


Intelligence Director DeLisle
Nationality - British
D.O.B. - Classified
Eye color - Blue
Hair color - Brown
Affiliation(s) - O.C.A.M.
Clearance Level - Senior
Played by - Sir Roger Moore



Tactical Director Browning
Nationality - American
D.O.B. - Classified
Eye color - Blue
Hair color - Brown
Affiliation(s) - O.C.A.M.
Clearance Level - Senior
Played by - Tom Selleck


Doctor Michael Oldman
Nationality - American
D.O.B. - Classified
Eye color - Green
Hair color - Brown
Affiliation(s) - O.C.A.M.
Clearance Level - Analyst
Played by - Sean Astin


Organizations

O.C.A.M.
The Office of Clandestine Action Missions, or O.C.A.M. was founded two years ago by the The U.N. Secret Security Council, to fill the role of an extra-national intelligence gathering and espionage utility. It is intended to be used by the U.N. against the rising tide of extra-national military, criminal, and corporate organizations, whose existence and goals may threaten the stability of international peace. At it's heart, O.C.A.M. is an active peace-keeping, security, and intelligence apparatus. To reflect this aim, O.C.A.M. employs a different mission structure than traditional Covert Operations, or Counter Terrorist units.

O.C.A.M. deploys agents drawn from the ranks of military, police, and intelligence organizations under the jurisdiction of U.N. member states. The agents work in concert with field directors and support staff. This direct oversight is intended both to improve field performance of operatives by ensuring they are never "left in the cold," but also ensures that there are no breeches of U.N. peacekeeping protocols, or violations wartime conventions.

Fundamental to the mission statement of O.C.A.M. is the division between "Black" operations, and peacekeeping. O.C.A.M. does not engage in assassinations, "cleanup" work, genocide, weapons trafficking, human trafficking, drug trafficking, theft, non-targeted or "blanket" spying, or torture. As one founding member put it, "Black operations are the actions of terrorists, militarists, and of nations too craven to act with decency and integrity. Too cowardly to stand on the world stage as honest participants in the global community. O.C.A.M. shall wash it's hands of any such repugnant behavior."

Unisys-Aeon Industries
Information Pending Release

Danger-Pumpkin fucked around with this message at 05:44 on Apr 25, 2015

Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
O.C.A.M Materiel Database

Weapons

Combat Knife - Lightweight, sharp, and well balanced.

Glock 34 - An effective and reliable side-arm.
Has the stunt Waterproof, allowing it to be used even underwater.

Tactical Crossbow - Surprisingly high-tech and quiet weapon.
Has the Waterproof stunt, allowing it to be used even underwater.

Franchi PA3 - Compact, but lacking subtlety.
Has the Hard-Hitting stunt, increasing damage by +1 stress against targets in the same zone.

H&KMP5K - Compact submachine gun.
Has the Burst Fire stunt, allowing you to cause a +2 stress hit at the cost of one Fate Point.

Steyer TMP - Compact submachine gun.
Has the Burst Fire stunt, allowing you to cause a +2 stress hit at the cost of one Fate Point.

Benelli M1 Tactical - A powerful tactical assault shotgun.
Has the Hard-Hitting stunt, increasing damage by +1 stress against targets in the same zone.

H&K G36C - A relatively compact assault rifle.
Has the stunts Burst Fire, and Automatic Fire allowing you to create a mild consequence (Pinned Down) against a number of opponents in the same zone once per scene.
Also has the stuntTacti-cool allowing it to be customized for different purposes, by adding accessories:
-Forward Grip - Removing the attack penalty when used in full-auto mode.
-Folding Stock - granting a +1 bonus on any attempt to conceal the weapon.
Weapon Value +1
pre:
Tactical Director Browning's Notes: "The H&K G36C was selected for this operation, due to it's compact nature, high fire rate,
 and solid accuracy. The "carbine" version of the standard G36, it's shorter barrel length and lighter overall weight is ideal for 
this type of amphibious insertion. To compensate for the increased recoil, we've attached a forward grip. Even under duress, you 
shouldn't have any trouble keeping the weapon on target during automatic or burst fire.

The G36 was designed from the ground up to handle the type of short to mid range engagements typical of modern military and police 
actions. It is gas-operated, chambered in 5.56mm, features a 30-round magazine, and a fire rate of approximately 750 rounds per 
minute. The trigger group allows for quick selection of fire modes, from single, burst, and automatic. Just be careful, as thirty 
rounds will not last you long in full auto mode. 

Importantly, the G36C's modular rails allow a wide array of field attachments and combat accessories to be quickly and easily 
employed, allowing maximum flexibility. You'll have to procure more options in the field, but the folding stock, and forward grip 
should help."
FAMAS-G2 - A relatively compact assault rifle.
Has the stunts Burst Fire, and Automatic Fire allowing you to create a mild consequence (Pinned Down) against a number of opponents in the same zone once per scene.
Weapon Value +1

H&K PSG1 - A powerful, but fairly large, sniping weapon.
Weapon Value +2

H&K 69A1 - A single-shot grenade launcher, about the size of a sawed-off shotgun.
Has the Heavy Ordinance stunt, allowing you to attack all valid targets in a single Zone without dividing your attack roll, with a -1 shift to damage against all hit targets.
Can be used four times between refresh periods.

Equipment

9mm Suppressor - Slows bullets to sub-sonic speeds and traps firing gasses, eliminating noise and flash.

C-4 - Malleable plastic explosives, with attached detonator.
Can be used once between refresh periods.

Combat Vest - Protects against bullets, small explosives, knives, and flames.
Grants the Armored stunt, completely absorbing the first successful physical stress attack made against the wearer.
Can be used once between refresh periods.

Electro-optical Binoculars - Enable long range recon, even in darkness. Not effective in close quarters.
Have the Aspect Light Sensitive.
pre:
Dr. Oldman's Notes:  "The Electro-Optical Binoculars operate on essentially the same principle as Gen-IV night vision goggles. 
By building the same technology into a long-range optic device, you get the benefits of both. There's a few... er... issues, though. 
For one, they can't really be used the same way as NVGs, since the minimum optical zoom is still about 4x normal vision. So best not 
to use them indoors, or at short distances. And since they essentially enhance the wearer's perception of trace or near-visible light 
sources, bright flashes and bright lighting conditions can cause over-stimulation of the eyes, leading to temporary blindness. It's 
not as bad as earlier forms of night-vision, since the sensors can detect and correct for changes faster than older designs, but it 
can still be an issue if you aren't careful. Still, I'm sure you'll find them very useful for scouting, day or night. Hope that helps."
H&K P2A1 Flare Gun - Fires incendiary signal flares, visible from great distances, particularly at night.

Smoke Grenades - Emit a thick cloud of colored smoke to obfuscate visibility, or act as markers on the battlefield.
Can be used twice between refresh periods.

Fragmentation Grenades - Fairly powerful anti-personnel explosives.
Has the Explosive stunt, allowing you to attack all valid targets in a single Zone, without splitting your attack roll, with a -2 shift to damage against all hit targets.
Can be used twice between refresh periods.

Chameleon Mask - A high tech, holographic facemask, with built in voice modulator, used to disguise the wearer as someone else.
Has the Stunt Masquerade, allowing you to disguise yourself as any person, regardless of how dissimilar you look or sound.
Has the Aspects The Right Face for the Job, and Just Don't Get Too Close.
Can be used three times between refresh periods.
pre:
Dr. Oldman's Notes: "Ah, that's an interesting one. Very complicated too, but I'll give you the short version. The Chameleon Mask 
is essentially a very complex series of holographic projectors and mirrors, with an array of 3D imaging sensors on the inside. Put it 
on, and at the press of a button, it'll take a complete snapshot of the wearer's head. That snapshot can then be projected on the 
outside of the mask, even mimicking hair, bone structure, and accessories. The bit that goes over the neck can make a rough sonic 
assessment of the structure of the larynx and vocal folds, and automatically "tunes" the voice to match that person. Kinda feels like a 
little choke.

Of course, it works best if the wearer says a few words, but that's not always... well, truth is, this is it's first field test. Not a 
prototype, by any means, but the design is new enough that we just don't have any operation data for it. In controlled environments, 
agents found it easiest to copy a target that was already subdued. Hard to covertly put a bag over unwilling subject's head, I suppose. 
It does have some presets though. Lots of composite facial types, and a few, uh... Easter eggs? My face was one of the first we modeled!

But, uh... In any case, the effect is pretty amazing, frankly. Has an 82% success rate in simulated missions. Even higher with matching 
voice data. Still, since it's a hologram, the tactile response will never lie, and if your behavior doesn't match up with the person 
you're disguised as, the mask probably won't do much good. Same with x-ray, and thermal imaging. The other drawback is power consumption. 
We've been working on it for quite a while, but the battery pack is still fairly large, fairly heavy, and drains in a matter of hours. 
They'll recharge fast enough with solar exposure though, so at least you don't have to carry more than one."
Gecko Climbing System - Boots and gloves that allow the wearer to cling to many surfaces.
Has the stunt Kung-Fu Grip allowing you to climb or cling to objects and surfaces that would normally be impossible to scale.
Can be used three times between refresh periods.


Danger-Pumpkin fucked around with this message at 04:13 on May 26, 2015

Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
00:01 Hours. Indian Ocean, coordinates -15.280489, 111.877353

"...re you receiving this?"

"...tor Oldman, please, if you would."

"Garnet Team, are you receiving? Are we getting a response signal?"

"Faintly. Oldman, can you clear this up?"

*static hisses*

"Garnet Team, this is Tactical Director Browning, are you receiving this? Good. Good, clear response signal, we didn't lose them."

"Garnet Team, this is Intelligence Director DeLisle. You are nearing your insertion point, so let me quickly recap the situation..."

"...About nine hours ago, one of our agents, Dr. Eileen Rasmus, sent us a retrieval signal from a small communications station somewhere near the southern tip of the Kepulauan Menakutkan archipelago. Dr. Rasmus has been working undercover at the Unisys-Aeon Industries research facility spanning the archipelago, but we do not know her mission status. We are launching an emergency evacuation, in order to facilitate the completion of the undercover operation she was engaged in."

"Which is where you come in. Unisys-Aeon has established an elaborate satellite and radio frequency jamming grid over the area, and dotted the mountainsides with manned and unmanned anti-air defenses. This has necessitated the risky extraction operation.

Your team's objective is to locate Dr. Rasmus, and secure an evacuation point on the southern island, designated "Krypton." Your sister squad, Azurite Team will be responsible for disabling the Surface to Air defense post on Krypton. Once both objectives are accomplished, Azurite Team will rendezvous with you for extraction via helicopter."

"This is a stealth mission. We expect UAI security forces to put up a strong opposition to any known intrusion. We do not know the whereabouts of Dr. Rasmus, or if she is in danger. In the interest of avoiding incident, and ensuring her safe extraction, it is strongly advised to avoid direct conflict with security forces, if at all possible. Any heightened state of alert may place Dr. Rasmus, and her mission, in jeopardy... not to mention your own lives.

We will be monitoring your progress remotely, to provide support and intelligence as needed. Use your Cognitive Radio Headsets to locate our signals. And if you find any communications relays on the islands, you might consider disabling them, to weaken UAI's signal jamming capabilities, and hinder their security responsiveness. Proceed with caution."

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

Shortly after this final warning, your mini-sub emerged into the shallows of a small sandy bay on Krypton Island. The storm and darkness might provide a fair amount of cover, but there's no way to be sure. The longer you sit in the bay, the more apt you are to be detected. Best to get a move on.

The shallow water gives way to a long beach, leading up into the hilly jungles central to the islands of the archipelago. A cliff rises up on your east, with a concrete building at it's crown. Bright lights shine out from inside it's barred windows, and a pair of searchlights lazily sweep across the beach on either side of it, but visibility from your position in the water is pretty rough.

Team, you have to locate Dr. Rasmus. What are you going to do?

P.S. Please include your full character sheet in your first post, including your gear selections.

Danger-Pumpkin fucked around with this message at 03:26 on Apr 7, 2015

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!

Theme song:
https://www.youtube.com/watch?v=UqLRqzTp6Rk

quote:

Prototype Synthetic Combat Humanoid 01 (Psycho)

Aspects
High Concept Prototype Combat Android
Trouble Ghosts In The Machine
Expendable Asset
Child of Mad Science
Efficiency is Everything(?)

Skills
Strength, Athletics, Resolve, Marksmanship +4
Alertness, CQC +2

Stress
Health [][][][]
Stamina [][][][]
Will [][][][]

CONSEQUENCES
Mild
Moderate
Severe

Stunts

Alertness? - Advanced Sensor Pods: Create an Advantage (no free invoke) that takes a Good +3 roll to remove once per scene.

Targeting Matrix: Grant +3 to a specific action (Attack) using a specific skill (Marksmanship) when you pay a fate point.

I Have Detailed Files: Switch ANY skill with a specific skill (Resolve) once per scene at the cost of a fate point (The neural network dredges up some skill that was previously unaccounted for. Who programmed that in?)

Hyper-alloy Combat Chassis: Use a specific skill (Athletics) in a way that lets you ignore multiple laws of physics human limitations once per scene (Not needing to breathe, able to lift heavy objects or fall long distances)

Extras
  1. H&K G36C
  2. H&K G36C
  3. H&K G36C
  4. Combat Vest
  5. Smoke Grenades
  6. 9mm Silencer

Internal status report - all systems nominal. No breach in wet suit. All non-essential communications disabled. All team members accounted for. First priority - secure beach. Simulations clearly state most dangerous part of amphibious insertion is the landing. I go first. Enter the water slowly - submerge fully before moving towards shoreline. Currents, temperature, sharp coral, dangerous fish, unexploded ordinance - any of these things could compromise the mission if not accounted for.

Moving from the sub to the beach.

thatbastardken fucked around with this message at 05:42 on Apr 21, 2015

The Lore Bear
Jan 21, 2014

I don't know what to put here. Guys? GUYS?!
Agent Layla Pearce



quote:

High Concept: MI5 Counter-Terrorism Field Agent

Trouble: Obsessed With Bleeding-Edge Technology

Layla Pearce had been training for field work since her first day after her A-levels. Partially from a love from her country and partially from the myriad of media about spies in the modern day. While she toned down her expectations as to how much excitement she was going to see on a day-to-day basis within a year, she still had the drive and passion in her field work. The big thing was her mental flexibility in the field and showing a good quality for marksmanship. After a few years working directly for MI5, she was suggested for the UN's OCAM team as someone who could help round out any team out in the field.

Likes: New technology, fast cars, gambling, seeing the world, high-end coffee

Dislikes: Paperwork, loud people, her over-protective stepdad (Reginald Worthington), stakeouts, Starbucks

Phase Trio:

My Story: Just One Clue Away
Giovanni's Story: Jet-Setting World Traveler
My Story (Redux):

Skills:
Great (+3): Athletics, Electronics, Resolve
Good (+2): Marksmanship, Alertness, Deceit
Average (+1) Strength, Stealth, Demolitions, Driving, Communications

Stress:
Health: O O O
Stamina: O O O O
Psyche: O O O O

Consequences:
Mild (-2):
Moderate (-4):
Severe (-6):

Stunts:

Just Like A Computer: Can use Electronics instead of Infiltration when dealing with electronic locks and alarms.

Clothes Make The Woman: Gain +2 to creating advantages with Deceit after taking time to get a disguise.

Expert Marksman: +1 to attacks and create an advantage with handguns.

Never Say Never: Once per session, at the cost of a fate point, you can reduce the severity of a moderate mental consequence to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether

Gear:
Free Gear:
Tactical Wetsuit, Cognitive Radio Headset, Glock 34, Combat Knife

Specialized Gear:
Chameleon Mask (2), 9mm silencer (1), Electro-optical Binoculars (1), Gecko Climbing System (2)

Open Slots: 0

-------

As the submarine lands, Layla pulls down the mask of her wetsuit while checking the rest of her gear. She talks into the comms, smirking as she's looking through the storms and darkness. "Command, can you hear us? Did we get a count on the number of security forces?"

She reaches for her binoculars as she moves inland, following the android as she goes.

Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
"Negative. Security strength is unknown. Our estimation is between 700 and 1,000 personnel, topside, but observation of the islands is difficult. These numbers are pulled from financial estimates, mostly.

What we can say for sure is that UAI is a global leader in military hardware development and production. Any opposition you encounter is likely to be well armed. Stay on your toes."

Waffleman_
Jan 20, 2011


I don't wanna I don't wanna I don't wanna I don't wanna!!!



Alicia slips off her wetsuit, replacing it with her combat vest and rolling her arms to loosen up her shoulders. With a smirk, she speaks into her comm, "And I'll make sure they stay on my fists." Keeping low, Alicia goes ahead behind Psycho and Layla.

Waffleman_ posted:

First Lieutenant Alicia Silvers

High Concept: The Punchinest Soldier The Army Has To Offer
Trouble: We're Not Going Up There, Are We?
+4: Martial Arts
+3: CQC, Strength
+2: Athletics, Resolve, Survival
+1: First Aid, Alertness, Communication, Provocation

Aspect: Front-Line Soldier
Aspect: The Power of Teamwork
Aspect: The Lowest Bodycount Possible

Health: OOOOOO
Stamina: OOOO
Psyche: OOOO

Gear: Tactical Wetsuit (0), Cognitive Radio Headset (0), Glock 34 (0), Combat Knife (0), H&KMP5K (2), Combat Vest (1), Smoke Grenades (1), Gecko Climbing System (2)

Screw the Rules, I Have Fists!: Once per scene, spend a Fate Point to use Martial Arts in place of any other skill to punch your way out of a problem.
As Long As I Have You: +2 to Resolve when working with another person to solve a problem.
Flex My Pecs!: Spend a Fate Point to add +3 to a Strength roll once per scene.

Waffleman_ fucked around with this message at 21:03 on Apr 7, 2015

Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
Change of plans: Everybody take six blocks of gear. More the merrier, right?

Mikedawson
Jun 21, 2013



Giovanni reached the shores and took a look around. Someone who once shot him in the arm, a woman he was certain was a criminal, and what was probably a prototype of the mechanized infantry the U.N. would use to take over the world. This is certainly dangerous lot. But no more dangerous than me. he thought to himself.

"How well-trained can we expect our enemies to be?"

quote:

Giovanni Pirrazo

Health OOO
Stamina OO
Psyche OOO

One of the greatest detectives in Italy, Giovanni has spent his life studying and solving mysteries, and fighting the mafia against all odds. As a result of his sleuthing, he trusts very few people and is a conspiracy nut, though his conspiracy theories tend to differ from those of a traditional American conspiracy theorist. When the UN reached to him however, he refused. After spending some time stewing on it, however, he ultimately agreed, deciding that any knowledge acquired through working with O. C. A. M. would be invaluable, and could possibly be used as leverage in the future. He is an oddball, often trying to act cool, but often coming off as unusual. In what little spare time he has, he enjoys playing adventure games and baking. Once in a blue moon he'll sit back and watch cheesy movies. Despite his image, he is a teetotaler, feeling drinking to be an easy way to get oneself into unneeded danger.

HC: Conspiracy Theorist Detective
TA: Can't Trust Anyone
Concept 1: Codebreaker
Concept 2: Smooth-Talker
Concept 3: Doesn't Know when to quit

Skills
+4: Infiltration
+3: Alertness, Communication
+2: Driving, Deceit, Provocation, Stealth
+1: Resolve, Marksmanship

Stunts:
Hardly Boiled: +1 to Communication when trying to talk someone out of a fight.
Get Scared Later: Spend 1 Fate Point per scene to overcome intimidation.

Gear:
Cognitive Radio Headsets, Combat Knife. Glock 34, 9mm Suppressor, Combat Vest, Chameleon Mask, Gecko Climbing System

E: Forgot to actually post the content.

Mikedawson fucked around with this message at 01:21 on Apr 8, 2015

Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
Your feet sink with each step up the muddy beach, as the rain continues it's assault. A dirt road heading east and west lies between you and the jungle. Searchlights from the building on the cliff to the east continue to scan the shoreline. Still no sign that you've been noticed.

As the last of you exit the mini-sub, it's canopy retracts, and it slips back beneath the waves. You catch a faint trail of bubbles following behind it, as it turns and heads back to the Vigilant Empress.

"Azurite Team has made landfall a few miles west of your location. We unfortunately can't connect you directly, due to the signal jamming grid, but I'll keep you appraised of each others' progress. You should be able to see a small installation from your location. We aren't sure if it's anything more than a guard post. About a mile farther along the coast, and slightly inland, there's a larger building we suspect is a communication relay station. It may be the origin point of Dr. Rasmus' signal. As you know, your first priority is to find Dr. Rasmus."

The Lore Bear
Jan 21, 2014

I don't know what to put here. Guys? GUYS?!
Agent Layla Pearce
Fate Points: 2 Consequences: None

Layla looks at Giovanni, blinking once at the question, not quite sure if the detective was asking Browning or the rest of the team. "Were you asking me? Likely most are ex-military, possibly some ex-intelligence agents planning their patrols. According to Browning, given the weapon technology in their hands, we should assume a fair fight is out of the question. Even in a small guard post, they should have at least a dozen armed guards at the very least."

Layla pulls out her binoculars, trying to find a good spot to hide while looking over the guard post to see how much of her predictions were true. Plus, we'll need to get there without getting seen.


Pretty sure this would be creating an advantage with Alertness to pick up something on either the guard tower or the patrols: Inspecting The Guard Tower Area (Alert +3): 4dF+3 4

Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
Layla's roll beats the (+2) passive resistance of the stormy night so she's succeeded, and created an Advantage with a free invoke.

The concrete building is about 2.5 stories tall, square shaped, and somewhat reminiscent of a flight control tower. The bottom floor is partly embedded in the ground, with a small stairway to a metal door. The second floor features a few barred windows, and the top floor has a wrap-around catwalk, and 360o view of the surrounding area through large panel windows. The searchlights are affixed to the two of the corners of the catwalk overlooking the beach.

Through the large windows on the top floor, you can see two men talking. A single man in a poncho patrols the catwalk, occasionally peering out over the beach. A fourth man in a poncho leans against the doorway on the bottom floor, smoking a cigarette. At least four sentries, then. No idea if there's more inside.

Waffleman_
Jan 20, 2011


I don't wanna I don't wanna I don't wanna I don't wanna!!!

Lt. Alicia Silvers

"Doesn't look like there's too many guards, but that might just be the exterior. Our best course of action is probably taking out those searchlights. Then we can slip in when those guys are distracted and in the dark."

Mikedawson
Jun 21, 2013

Giovanni Pirrazo

"A fine plan, Lieutenant, but unless we have some very good shots, I'm doubtful we can just shoot them out."

"I suggest we look around the exterior for a generator. I didn't get any C4, but we might be able to cut the power in some way."

The Lore Bear
Jan 21, 2014

I don't know what to put here. Guys? GUYS?!
Agent Layla Pearce
Fate Points: 2 Consequences: None

Layla looks over towards the android, smirking for a moment. "The issue isn't marksmanship. Even if we could shoot them out, it will give away our arrival before we get close enough to avoid any alarms. The spotlights are moving in a predictable pattern. Once one goes past, you have a signficant time to make moves without the light. It isn't perfect, but it should work. Guards most likely aren't watching for single entities. Use it to our advantage."


Aspect is Predictable Spotlights, 1 free invocation as needed.

Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
So, the situation is, there are four known sentries, and searchlights preventing you all from walking past unscathed. Layla's recon has netted you an advantage, by noting the predictable patterns of the searchlights' arc. If you want to get past, or get closer, it's going to be a Stealth roll, vs the sentries' active Alertness opposition.

What's the plan, team?

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
P.Sy.C.H-01

"Eliminating the sentries would be a tactically sound decision. Leaving them active risks them flanking us if we encounter opposition further inland. Silenced weapons and knives to reduce the risk of alerting other opposition. I can scale the cliff directly if need be."

The android looks at Lt Silvers, tilting it's head to emulate a curious expression.

"Lieutenant, I will defer to your judgement. Do we engage or avoid?"

Because I lack a stealth skill I'm not going to make the decision for everyone else.

Waffleman_
Jan 20, 2011


I don't wanna I don't wanna I don't wanna I don't wanna!!!

Lt. Alicia Silvers

Lt. Silvers cracks her knuckles as quietly as she can and turns to her human-shaped robot buddy.

"I'm not the stealthiest person, so I think getting them out of the way is better than risking dealing with them later."

Mikedawson
Jun 21, 2013

Giovanni Pirrazo

"I however, know a thing or two about stealth. I can sneak by them and find out how many are inside. I'll see if I can weaken their forces from within, and allow the rest of you to either sneak by more easily or allow a full assault, depending on just how many are in there."

The Lore Bear
Jan 21, 2014

I don't know what to put here. Guys? GUYS?!
Agent Layla Pearce
Fate Points: 2 Consequences: None

"I can't hit the targets from this far back. We can move in, Pirrazo, see if we can make this easier." Layla nods to Giovanni. "Lead the way, I'll cover you."

Mikedawson
Jun 21, 2013

Giovanni Pirrazo

"Gladly." says Giovanni as he begins to sneak past the spotlights.

"Sneaking Past the Spotlights": 4dF+2 3

Mikedawson fucked around with this message at 18:21 on Apr 11, 2015

Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
Alertness vs Giovanni's Stealth: 4dF 4 +1 = 5. That doesn't bode well.

Giovanni easily times his movements to avoid the searchlights, and the sentry peering down from overhead. But as he rounds the corner of the tower, he finds himself face-to-face with a fifth patrolman that was blocked from Layla's view. He seems equally surprised to see Giovanni, and it takes him a moment to react.

There are now FIVE guards, and one of them is definitely aware of Giovanni's presence. Unfortunately, since Giovanni has been caught unawares, he can't act yet. It's going to be up to Layla to determine if this guy will be able to raise the alarm.

The Lore Bear
Jan 21, 2014

I don't know what to put here. Guys? GUYS?!
Agent Layla Pearce
Fate Points: 2 Consequences: None


As Layla follows behind Giovanni, she notices his sudden stop and the guard standing right in front of him. She pulls her pistol around, aiming it squarely at the guard's head before speaking. "Don't say a word. Put your weapons down, stay quiet and I won't put a hole in your head."


I'm betting this is, unfortunately, Provocation. Still, I'll roll at a +0 and if things go well, we can avoid the shootings for now.
Drop It!: 4dF+0 0
Well, still might work. Not ideal.

Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
Resolve vs Layla's Provocation: 4dF -1 He never had a chance. Layla's stick-up works as intended.

The patrol drops his submachinegun, and sticks his hands up almost instantly, without a word. Though it's hard to read his expression in the dark, he seems genuinely unprepared to offer resistance here. Surrendered isn't the same as neutralized though. It may be wise not to let your guard down.

The Lore Bear
Jan 21, 2014

I don't know what to put here. Guys? GUYS?!
Agent Layla Pearce
Fate Points: 2 Consequences: None

"On the ground, face down." Layla looks over at Giovanni, pausing for a moment before training her eyes back on the guard, stepping over to move the gun away. "You alright? Looks like you've never met an armed guard before." She smiles, bringing her hand to her communicator for a moment.

"Team, we've got one guard here. There are probably more than we thought. This area is secure for the moment if you want to move forward. Otherwise, we'll be looking into taking out the lights."

"See if you can find a way to turn off the lights from around here."

Mikedawson
Jun 21, 2013

Giovanni looks nervous, but he tries to save face.

"Well, of course I have. I'm just better than this usually. I was testing your skills."

Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
Up the cliff face, and the side of the outpost, along the underside of the catwalk, there are some electrical boxes, presumably connected to the searchlights, and other surveillance equipment in the tower. It'd be a bit of a climb though, particularly in the stormy night. Of course, from your position on the beach, at the base of the tower, it would be almost as easy to climb up to the control room itself...

Alicia, and Psycho, you're still back at the LZ, and out of visual range of the others. The beach between your position and the other half of the team still has searchlights scanning across it, but you've got a clear path to the road that leads up to the back side of the outpost, avoiding the cliff. There's only one known guard in that direction, and no searchlight coverage. What are you going to do?


Adding in a hideous little map, just in case. I've marked off the four important Zones, for reference.
Currently, Layla and Giovanni, plus 1 surrendered enemy are in the Beach area.
Psycho and Alicia are in the Landing Zone.
There are 3 enemies in the Sec Op-001 station, and 1 enemy in the Road and Jungle area.



Layla also still has a "predictable patterns" advantage, with a free invoke, that she can pass on to anyone else.

Danger-Pumpkin fucked around with this message at 16:35 on Apr 15, 2015

The Lore Bear
Jan 21, 2014

I don't know what to put here. Guys? GUYS?!
Agent Layla Pearce
Fate Points: 2 Consequences: None

"Team, we're going to need to move as soon as we can to the tower. Found a way to turn off the lights, but will be quite a climb. If you can get to the other side, it will be a faster climb. Do you copy?"

Waffleman_
Jan 20, 2011


I don't wanna I don't wanna I don't wanna I don't wanna!!!

Lt. Alicia Silvers

"Gotcha. I'm ready to go whenever you are, Psycho."

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
Psycho

"Affirmative, Lieutenant."



So to cross the beach I roll my +0 stealth: Crossing the beach: 4dF+0 0 and end up with a wash. Can I invoke the 'predictable searchlights' after the roll?

Waffleman_
Jan 20, 2011


I don't wanna I don't wanna I don't wanna I don't wanna!!!

You can invoke after rolls, yes.

Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
In fact, you almost always should wait to roll before invoking. It'll cost you a fate point to do it, and I'll need to know before I roll opposition.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
Psycho

In the interests of keeping moving I'll pass on invoking the searchlights and cross the beach to join team 1 with the roll at +0

Sand. The android is not fond of it. It gets into supposedly sealed compartments, affects footing and vision, is harsh and gritty...

Still, crossing the beach is part of the mission, and it must comply.

Waffleman_
Jan 20, 2011


I don't wanna I don't wanna I don't wanna I don't wanna!!!

Lt. Alicia Silvers

Rolling 0 Stealth at a http://orokos.com/roll/275485 and invoking the searchlights to make it a 2.

Lt. Silvers is more mindful of the searchlights as she moves along the beach, following after her robot buddy.

Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
Alertness vs Psycho's Stealth: 4dF 1 Psycho is just barely beaten. We'll get back to that.

Alertness vs Alicia's Stealth: 4dF 1 Well, at least one of you made it.


Crossing swiftly, while staying out of the lights, you make your way in tandem across the beach... but those predictable patterns suddenly stop being so predictable: Of course, they were on some kind of timer! With a sudden, unexpected jerk, they reversed direction, nearly catching you fully in their beam. You zig and zag, and avoid being caught completely out in the open, but Psycho, you're certain the beams grazed you in the process. Blame it on the loose footing? You reach the rest of the team just in time to hear the disarmed guard's radio crackle...

"Tawfeek, are you still down on the beach? What are you running around for?"

Tawfeek, still laying on the sand, with his hands on his head, squirms ever so slightly.

The Lore Bear
Jan 21, 2014

I don't know what to put here. Guys? GUYS?!
Agent Layla Pearce
Fate Points: 2 Consequences: None

Layla keeps the gun pointed at the guard, waving it a little bit. "Everything is fine, you just wanted to get inside faster."

Layla nods up, trying to gesture to the control room with her head.

Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
Tawfeek slowly reaches for his radio...

"I'm just... heading back in. It's cold out here." He stammers.

Deception by proxy vs +2 Passive Oposition: 4dF 2 The result is a tie.

The radio is silent for a very long second...

"Is that supposed to be a joke? Quit being an idiot. You're messing up the motion detectors."

Good news/bad news: They seem to have bought the lie, but apparently, there's more than just searchlights scanning the perimeter. If you want to disable security, you're going to have to beat a more difficult Challenge.

Not only is there a climb up the rain-slicked cliff and tower (+3 Athletics), but you'll have to do it without tripping the Motion Detectors (+3 Stealth,) and then disable the Power Box on the side of the building (+2 Infiltration). Not going to be the easiest task. But then again, you aren't rank and file operatives.

The Lore Bear
Jan 21, 2014

I don't know what to put here. Guys? GUYS?!
Agent Layla Pearce
Fate Points: 2 Consequences: None

"Alright, we've got a bigger problem. I'm guessing the motion sensors are set up through the same power system. Hopefully, the storm will give us some more cover. Any volunteers?" Layla doesn't look away from the prisoner, checking the guard for any sort of handcuffs or cable ties to keep him down.

"One of us has to watch him as well. Keep him settled down, we'd rather not have to kill him for being an idiot."

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Danger-Pumpkin
Apr 27, 2008

That's the way the bee bumbles.
And don't forget The Power of Teamwork, gang! Whether you split up or not, you can combine your efforts to overcome the challenges in front of you, by creating advantages for others to use (including free invokes,) or adding a +1 per additional helper to whomever is making a Skill roll. All you have to do is justify how your agent is helping.

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