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Dapper Dog
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[Day 9 - LE] Beezlediz and the Cool Kids

Post by Dapper Dog »

Miss Calculation had reached out to her agents, with all the craziness of the last few days the droid had kept a low profile but had reached out to them by secure means to relay that things were going down tonight and that Beezlediz had secured transport but they just needed to disable security and unlock access to the vault, splitting their team in two.

The team would need to wear simple pirate disguises in case they were recognized, and travel light. Avoid combat if possible because they will get the whole pirate town on them shortly and they don;t take kindly to thieves.

Well thieves stealing from them.

OOC: decide how you want to split the team and then the Challenge will start. This is open to those who have been working on this heist.
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Riss
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Riss »

Dusting off an old jacket of Dryden's, a few holes patched in it- the damn thing kinda still smelled like him so she also dowsed it heavily in some perfume, Riss was ready fort he nights affair. With a mind only slightly clouded by her close friends and compatriots being present she wore her usual bright smile. Blasters on either hip, she was the image of a scumbag smuggler. Which was both an interesting blast to the past and also a rather exceptional disguise given the nights proceedings.

With a mind for wanting to be in the thick of it, Riss would elect herself for the vault team. There was no way she was gonna let herself be anywhere else.

Whatever was gonna happen, it was time.
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Aurilie Alde
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Aurilie Alde »

Aurilie was back as the scruffy Corellian for this heist and she promised herself that she would tune down the over acting for this role. There were no games here, only business. This was serious. Let's blow this thing and go home. No, stop that. There was no horsing around here, she was going to finish this job and get back to her wife and family. However, also not without her best friend. She wasn't so sure where she would be needed best so she decided to stick Riss like a blaster bolt on a rodian. Apparently, Beezlediz was a very shootable rodian, according to the hutts. Maybe he would have better luck working for them instead.
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Jan Melmoar
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Jan Melmoar »

Jan had hobbled over to the meeting point assisted by a fine gold tipped cane. Happy pirate appears to have been replaced by 'shot to stars' pirate. Still, it wasn't as though there as a shortage of injured pirates wandering around these days. Everytime another wave of pain arrives she just grips her cane harder. So close to the end now she was determined to see this through. Although she was waiting until the whole company arrived before working out where she wanted to go.
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Dapper Dog
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Dapper Dog »

Image
The Red Blade was present, a known quantity among the pirates.
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Katarzyna Panteer
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Katarzyna Panteer »

Kat wasn't sure how Riss had convinced her to be here, but... here she was! Some clothes had been thrown at her along with a brief summary of what was going on.

It felt strange to not wear her usual armor, but it would stand out too much, but she had hid her new saber on the inside of the jacket that was covered by the thermal cloak wrapped around her like a poncho. A face covering hid her face, along with a wide-brimmed hat. Why does Riss have all this stuff... ugh, when was this last washed?

Saying little, the Mysterious Stranger nodded to the others, ready to go to security.
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Riss »

Dapper Dog wrote:
Thu Sep 08, 2022 7:39 am
Image
The Red Blade was present, a known quantity among the pirates.
"Coming with us or them handsome?" she asks, tone a little more casual than her eyes were.

Teams: Please note/veto if you disagree!

Vault
Aurilie
Riss

Security
Jan
Katarzyna
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Dapper Dog »

Image
"You have my gun," he replied.

OOC: I am fine with that. Both sides need three out of five successful rolls at Hard, will Flip Destiny for each roll. Red Blade can go with either team he provides a free success on his roll, just pick a skill.
  • Vault Team: Athletics, Charm, Cool, Coordination, Deception, Perception, Skullduggery
  • Security Team: Coercion, Computers, Discipline, Mechanics, Skullduggery, Stealth, Vigilance
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Riss
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Riss »

Before parting ways Riss takes a chance to approach Kat and give her one last big hug, squeezing the life out of the other woman almost. Leaning back she flashes a smile and kisses her on the cheek, "Good luck, mm? See you guys on the other side," she breaks away, looking to the group but focusing down on Aurilie. Walking to her old friends side she places a hand on her shoulder and starts walking with her, hand slipping away in the process.

"Okay, I'll keep folk from getting too curious, you find us a way in alright? If we need, loverboy might be able to squeeze in- or maybe the others can call him for something," she suggests, and immediately gets to work. Mingling from pirate to pirate very few folk don't see Riss, and not a single one of those folk seem to care. When folk like Riss dish out the kind of charm she's dishing out the suspicions don't go to, 'Hey, why is this person here?' but more often to, 'Why is this deathly attractive person talking to me, what did I do that was so good today?'

Works, like a charm.

[OOC]

Gonna get the ball rolling while I can.

Day 9, LE | Beezlediz Cool Kids: Charm, Cascader, Kill with Kindness, Congenial vs Hard, GM Destiny, Broken Cascader: 5eP+3eD 4 successes, 1 Triumph
ImageImageImageImageImageImageImageImage

Riss suffers 1 strain from Congenial

Triumph so post-heist Riss makes one last name for herself? Being remembered for this, or something.

OR

Better yet, +1 admirer to walk around and help out on the heist somehow. Suggestions made as per my vibe on how a Charm might triumph.

Vault Team: 1/3 (4 Rolls left) Remaining Pool: Athletics, Cool, Coordination, Deception, Perception, Skulduggery
Last edited by Riss on Thu Sep 08, 2022 5:19 pm, edited 1 time in total.
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Katarzyna Panteer »

The hug was returned to Riss, with some of the usual stoicness Kat usually had. This wasn't her scene, but she had been asked to help out... of course she'd help out her friends. "You too. May the Force be with you."

As she and Jan moved along the way, she tried to spot for weaknesses in the pirates' security measures that she could perhaps tamper with, but after taking a quick look at one, there wasn't anything she could do without drawing too much unwanted attention. But it might've given some ideas for Jan...


------------

D9 LE Beezlediz and the Cool Kids. Security Team. Roll #1. Mechanics/Intellect. +1B Custom Tools. GM Destiny.: 1eP+4eA+1eB+1eC+2eD 1 failure, 2 advantage
ImageImageImageImageImageImageImageImageImage

Using the 2 Advantages to Boost Jan?

Security Team: 0/3 (4 rolls left).
Remaining Skills: Coercion, Computers, Discipline, Skulduggery, Stealth, Vigilance.
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Jan Melmoar »

"Hmmmph."
Jan's eyes narrow as she scans the area for a few moments.
"Okay, this way your majesty."

Day 9 Heist secuirty roll 2, stealth at hard with GM destiny flip, boost from Kat: 3eP+3eA+1eB 3 successes, 5 advantage
ImageImageImageImageImageImageImage
Day 9 Heist security roll 2, the difficulty dice: 1eC+2eD 2 failures, 3 threat
ImageImageImage

Leaning heavily on her can Jan leads the pair on a route which, thanks to Kat's observations, avoided any of the present security systems as well as the guard. The quick pace is clearly painful but Jan refuses to slow down, merely dabbing away at some sweat as she proceeds.

((2 advantage to boost Kat's next roll!))

((1/2 successes on rolls attempted))
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Katarzyna Panteer »

Her eyes narrowed slightly under the brim of the hat for a moment, and she turned her attention to slicing a terminal. Internally, she was debating whether or not to correct Jan on the use of calling her 'majesty', but ultimately decided against it, especially since not much was yielded from the terminal except a couple of overrides.

"Following your lead, ma'am." She said, giving a slight tip of the wide-brimmed hat.

------------


D9 LE Beezlediz and the Cool Kids. Security Team. Roll #3. Computers/Intellect. +1B from Jan. GM Destiny.: 5eA+1eB+1eC+2eD 2 failures, 3 advantage
ImageImageImageImageImageImageImageImageImage

Using the Advantages to give 1 Boost to Jan again.

Security Team: 1/3 (2 rolls left).
Remaining Skills: Coercion, Discipline, Skulduggery, Vigilance.
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Jan Melmoar »

"Wonderful, wonderful."

The two come to a locked door and Jan peers at it for a few moments before rapping on the console with her cane. There's a quite 'Ping!' and the door slides open. Czerka, it just works.

Day 9 Heist security roll 4, skulduggery at hard with GM destiny flip, flipping own destiny, powerbase, Syrian upgrade and boost, Kat boost: 2eP+1eA+4eB+1eC+2eD 2 successes, 4 advantage
ImageImageImageImageImageImageImageImageImageImage

(( 2 advantage to Kat's next roll, 2/4 successful)
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Katarzyna Panteer »

The door slid open and one of the locals stood there, in their way.

Fly casual, she recalled Riss saying once. So Kat walked straight ahead, letting her shoulder push the man. "Hey, move along," she grunted in her best I'm a pirate-voice.

The guy scrambled out of there, making sure to avoid bumping into the lady with a cane. They had now successfully reached security.


------------

D9 LE Beezlediz and the Cool Kids. Security Team. Roll #5. Coercion/Willpower. +2F Influence control. +2B from Jan. +1B from Syrian event. GM Destiny.: 3eA+3eB+2eF+1eC+2eD 1 success, 1 advantage, 2 Dark Side
ImageImageImageImageImageImageImageImageImageImageImage

Using the advantage to make

Security Team: 3/3 (0 rolls left). Managed the third success on the fifth roll. Security is cleared!
Remaining Skills: Discipline, Skulduggery.
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Dapper Dog »

Security was disabled, so far so good. Through the security layout they can see someone prepping a shuttle on a landing pad, hopefully their contact.
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Aurilie Alde »

Aurilie got to work in trying to find their way in as she slipped by a few people in plain sight. It was a social dance of some sort to not bump into people and get their attention. It didn't make her invisible, naturally, but perhaps they would be none the wiser?

Day 9, Late Evening, Beezlediz and the Cool Kids: coordination at Hard with GM flip: 1eP+3eA+3eB+1eC+2eD 1 success, 1 threat, 1 Triumph
ImageImageImageImageImageImageImageImageImageImage

Using Triumph for...Fame?

Vault Team: 2/3 (3 Rolls left) Remaining Pool: Athletics, Cool, Deception, Perception, Skulduggery
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Riss
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Riss »

[OOC: Vault team only needs one success, which Red Blade can autopass. So we're clear.]
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Katarzyna Panteer »

Was that something of concern perhaps? Anyway, something to notify the others of she figured. "Hey, S-Team here," she murmured into her comm. "Seeing a shuttle prepping on the landing pad... thought you'd wanna know."

At least she managed to keep her voice sounding fairly more casual and less refined.
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Riss »

"Contact?" she asks over the comm, shrugging as she leans back into a corner while waiting. "We're just waiting on Red Blade.." she considers informing Kat, not now business first. "He's getting us through the last of some little locks with the security down. Guess just keep us updated hmm?"

[Cipher-5 uses Skullduggery for 1 Success.]
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Katarzyna Panteer »

"Could be, I dunno," Kat shrugged verbally and physically, though the others except Jan could only hear it in her voice. Maybe she was getting a bit too in-character.
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Jan Melmoar »

Jan sits down in a revolving chair with a quiet sigh and takes a sip from the flask at her hip.
"Yes, it all seems to be going rather swimmingly. In my experience this is when things either go wrong or go off without a hitch."

Looking around the area with a sniff.
"I hope it's the latter, it has been far too long on this planet already."
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Aurilie Alde »

Aurilie took a look around her surroundings and sighed with a shake of her head. "Once I get out of here, I'm going to seriously reconsider other pastimes. Perhaps theatre or potentially huttball."
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Dapper Dog »

Image
Red Blade sliced the security and then followed along looking for threats. The team met back at the main vault, things were running like clockwork now came the hard part. The vault was built into the core of a retrofitted Republic cruise liner and was well reinforced. But by disabling security and opening the way the team just needed to get the loot and make it to the shuttle.

OOC: This requires at least four successful checks at Daunting, Destiny flip by GM to upgrade difficulty, out of six checks, players can use any non-combat skill. Feel free to be creative, completing this will put them at the shuttle ready to check out with their ill-gotten gains.

If they fail they can still get the loot but something has gone awry. Also up to two players can spend five strain to complete the task on a failed roll by sheer grit.
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Jan Melmoar
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Jan Melmoar »

Day 9 heist, at the vault, daunting with a GM upgrade, stealth with destiny spend: 4eP+2eA+1eC+3eD 2 successes, 2 advantage, 1 Despair
ImageImageImageImageImageImageImageImageImageImage

Day 9 heist at the vault master of shadows stealth re-roll: 4eP+2eA+1eC+3eD 2 successes, 1 Triumph
ImageImageImageImageImageImageImageImageImageImage

Jan brings up a small holoprojection of their escape route, the little red blinking guards clearly visible on the display. More excitingly, one of the guards was only moments away from happening on their little group.

Acting quickly Jan brings down a dusty looted tapestry and when the patrol pirate peers inside his gaze passes over the tapestry without comment before he continues on.

((1/1 passed so far, triumph can be used to upgrade next roll))
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Katarzyna Panteer
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Re: [Day 9 - LE] Beezlediz and the Cool Kids

Post by Katarzyna Panteer »

Looking at the holo-projection Jan provided, Kat quickly assessed their path and escape route to the landing pad. "V-Team, you'll want to take the north passage. Quicker route to delivery."

But something would complicate it...

----------

D9 LE Beezlediz and the Cool Kids. Education/Intellect. Upgrade from Jan's Triumph, Player Destiny. GM Destiny: 3eP+2eA+1eC+3eD 3 successes, 2 threat, 1 Despair
ImageImageImageImageImageImageImageImageImage

Uh oh. I am sorry. :?

Despair upgrades the difficulty of the next roll, or something else?
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"Let there be truth between your heart and the Force. All else is transitory."
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