Author Topic: Isle Noir: Bad Karma  (Read 53877 times)

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jacemachine

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Isle Noir: Bad Karma
« on: August 02, 2009, 02:17:10 AM »
Phobia Studios presents...


Bad Karma
A Modern Tale of Industrial Espionage


October 12th, 2012
22:13:48 hours
The Pacific OceanEveryone
[spoiler]Okay! The two zodiacs are stopped just outside of the buoy ring. Please include a physical description of your character in your initial post for the benefit of your fellow players in addition to what you want to do. Since you are split up between two rafts, you'll need to discuss things in character in order to proceed... unless you want to jump out and swim to the island on your own for some reason... ???][/spoiler]
« Last Edit: August 29, 2009, 07:57:31 PM by jacemachine »
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BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #1 on: August 12, 2009, 05:49:22 PM »
"A beautiful night, no?"

The tall frenchman, obviously in his late forties as evident from his receding hairline as well as some grey hairs and the lines on his face, lights a cigarette without waiting for an answer to his question.

"So, monsieur Lowry, do you think those buoys could be part of some sort of early warning system or are they just here to alert possible intruders that they are about to enter CielCorp territory?"
« Last Edit: August 12, 2009, 05:54:19 PM by BowenSilverclaw »
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archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #2 on: August 12, 2009, 06:16:16 PM »
The night is wonderful if you don't want to be seen. I just love their warm sense of hospitality here. Low your probably the best qualified to decide if these are just buoys or trouble so i think we should wait on your call to proceed.

Doc is a baby faced man in his mid 20's with dark eyes and hair. His tall medium build hides his French heritage.

Ronin, smoking is going to kill you. Either due to cancer or getting shot because that glow can be seen in this darkness. And I would rather we not start with a head wound.
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
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Re: Isle Noir: Bad Karma
« Reply #3 on: August 12, 2009, 06:42:41 PM »
Dr. Lowry hunches over to examine the buoys, looking for anything that could resemble a part of a security system.  He is a moderately tall man in his mid-thirties with blue eyes and short cropped black hair.  He shows more interest in the buoy than he has in the others so far.  As he examines it he says, "Yes, yes, I'm the most qualified obviously.  And while we're coming up with callsigns, call me Greasemonkey.  I can fix anything after all."
 
[spoiler]
Search: 18
[/spoiler]

[spoiler]
Edited to add description
[/spoiler]
« Last Edit: August 12, 2009, 10:31:10 PM by Nanshork »
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #4 on: August 12, 2009, 08:14:06 PM »
Greasemonkey takes a close look at the buoy, leaning out of the raft as he does so. The red light giving off its dull pulsing glow.

Ronin's suspicious nature seemed well founded in this instance. The buoy had a water-tight panel at its top. Greasemonkey could, with the right tools, pop the lid off and take a look inside to see if its interior gave any clue to its purpose...
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[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

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Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #5 on: August 12, 2009, 08:20:59 PM »
"Ah, good eye Ronin.", Says the only woman of the group. A sheen of sweat from the warm humid air covers her arms and face which she attempts to wipe away from her eyes, even in this light you can see the blue in them. Her black hair is pulled back tight, to obviously lessen what an opponent can grab a hold of."But the Doc is right you would do well to put that out, so we aren't on a chance spotted way out here."

« Last Edit: August 12, 2009, 11:57:20 PM by Melblen_Cairn »
Wisdom has two parts; Having a lot to say and not saying it.

GM for Dawn of Defiance
Eliana Toiba Abijah in Isle Noir: Bad Karma.
Rose Marie Wentworth in The Artifact: Prologue

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #6 on: August 12, 2009, 10:24:12 PM »
Greasemonkey pulls some tools out of his backpack and starts working to pry off the panel, then takes a look inside.

[spoiler]
Disable Device: 23
Knowledge: Tech: 21

[/spoiler]
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #7 on: August 12, 2009, 10:43:48 PM »
Greasemonkey
[spoiler]Taking a closer look while his crew awaits the answers to his findings. Grease' discovers a computerized core with a BCM brand CPU and a keypad located inside. He also finds a port that would allow him to link his Display Glasses directly into the unit. Doing so would allow him access to the processes, and he'd be able to determine what the functions of this buoy are in conjunction with the keypad.

[ Once you've linked in, I'll need a couple Computer Use checks.

1) Defeat Computer Security, just a precaution.
2) Find what you are looking for.


Give me those two checks and I'll tell you what you've found. I'll let you decide how best to proceed after you've posted these.

Quote
Special: A character can take 10 when using the Computer Use skill. A character can take 20 in some cases, but not in those that involve a penalty for failure. (A character cannot take 20 to defeat computer security or defend security.) A character with the Gearhead feat gets a +2 bonus on all Computer Use checks.
[/spoiler]
« Last Edit: August 13, 2009, 03:01:46 AM by jacemachine »
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

j0lt

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Re: Isle Noir: Bad Karma
« Reply #8 on: August 13, 2009, 01:33:49 AM »
Crouched in the bow of the other Zodiac, an athletic-looking young man with a conspicuous lack of gear keeps his eyes on the surrounding area, watching for any approaching ships or other trouble.

[spoiler]Knowledge: Tactics check to determine what sort of defensive perimeter these buoys might be, and approximate response time from the island should there be any defenders = 24[/spoiler]
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #9 on: August 13, 2009, 02:56:45 AM »
Cross
[spoiler]It is tough to judge. This could be an early warning perimeter. If crossed it could alert a security station on the island. You keep an eye out for any sign of trouble just in case the tech-guru screws up. If there is any trouble it is likely that the island security wouldn't bother with stealth in trying to apprehend any interlopers. You don't see any boats though with your naked eye... that is always a good sign.

A pair of NV goggles could help you SPOT any incoming problems though, and at least to get a better look at the island itself. Perhaps to determine a landing site.[/spoiler]


Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #10 on: August 13, 2009, 03:35:16 AM »
Greasemonkey digs around in his gear and finds his Display Glasses.  He sighs with relief, he had thought he had forgotten them.  He then starts to work on the computer.

[spoiler]
1) Taking ten on check 1, with a result of 23.
2) Computer use to find what am looking for: 20
[/spoiler]
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #11 on: August 13, 2009, 03:49:29 AM »
The group's tech continues to fiddle around inside the buoys access panel.

Greasemonkey
[spoiler]The display specs give you a heads-up display of the buoys operating system. Tapping out a few commands on the keypad, you feel secure enough that you have bypassed the buoy system security, and it looks like as you dig deeper through the program that these buoys are motion sensitive. You can clearly see that if the buoys perimeter line was tripped by an ocean going vessel, a signal would indeed be transmitted to the island.

The system is still active. If your team wants to pass, you are going to need to put your COMPUTER USE into practice once again. This time, you'll need to successfully hack an access pass-code, so that you can at least disarm the buoy ring long enough to get these two rafts through.

If you wanted to take a more permanent option, you could always deactivate the entire buoy ring, but doing that may work against you if anyone on the island is paying attention. Besides, if there are other IE units in the area, keeping this ring up would require them to face the same obstacles. Why make this easier for any competition?[/spoiler]
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

j0lt

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Re: Isle Noir: Bad Karma
« Reply #12 on: August 13, 2009, 04:03:51 AM »
Cross flips on his NVG and takes a look around, growing more nervous by the second at being stuck out in the open like this.

[spoiler]Spot = 1 (damn, should'a taken 10)[/spoiler]

"Damnit, the o-rings are leaking!  I got water in my goggles, anybody got a spare I could borrow?"
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Nanshork

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Re: Isle Noir: Bad Karma
« Reply #13 on: August 13, 2009, 04:16:09 AM »
Greasemonkey mutters, "Security bypassed, commencing temporary shutdown of perimeter."

[spoiler]
Taking 10 for Computer Use: 23 to disarm it long enough to get us through.

I'll just take 10 on the way out again if I have to.   :p 

Though I'm sure I'll get cocky and take 10 and then fail by five or more and fuck myself over.   :(
[/spoiler]
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Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #14 on: August 13, 2009, 05:26:22 AM »
Sitting quietly, irritably, in the cold dark, an irritable looking, dark man sits with a rifle in his arms, Some sort of machine gun strapped across his back, and a large, oddly shaped hunk of metal resembling a revolver across his lower back. All of the items were wrapped in a flimsy plastic wrap, which kept them dry; both his hands were inside the wrap containing the rifle. He spent most of the time listening, wondering if he should get out his night-vision goggles from his bag. Eventually, he decides to slip them over his head, perched lightly on his slicked back black hair. The man might have gone unnoticed in the dark, with the leather jacket slipped over the solid black special operatives uniform. A small handle stuck out of his armpit; obviously a gun. A large handle-shaped lump was in his jacket; one might assume a knife, and they'd be half right. However, the large, odd fellow armed to the teeth was one you wouldn't want to assume things about. Finally, he slips the goggles on, a good light, non protrusive model, and sees his allies in better light. With this sort of smart-work, Heavyarms always felt terribly left out. Instead, he just looked towards the island, barely listening to his allies. "Ah, let him smoke. If nothing else, it gives us something interesting to do, no?" He chuckled, to himself, it would appear. "I'm kidding, smoke later, save them for after real stress... or confirmed boredom... I might join you for the latter, if things keep up as they are..." Though he seemed bored, one might note how his low voice still was held softly, as if cautious and expectant.
« Last Edit: August 13, 2009, 05:28:24 AM by Flay Crimsonwind »

BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #15 on: August 13, 2009, 07:28:43 AM »
"Eh, with the light of the buoy this close my cigarette shouldn't be visible. But if it comforts you, I'll extinguish it." the Frenchman sighs as he flicks his cigarette overboard.

He then flips down his NVGs and takes a look into the distance, not wanting to risk a good set of NVGs if agent Cross somehow doesn't catch them if he tosses them to him.

[spoiler]Spot: Take 10 for a 13 total[/spoiler]
« Last Edit: August 13, 2009, 07:35:18 AM by BowenSilverclaw »
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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You caught a fish.  It was awesome.   :lol

Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #16 on: August 13, 2009, 09:37:17 AM »
Reminding herself about how exposed they are, Dove quickly fishes her NVGs out from her pack and hands them to Cross with a shake of her head. Try to keep water out of these Cross.
Wisdom has two parts; Having a lot to say and not saying it.

GM for Dawn of Defiance
Eliana Toiba Abijah in Isle Noir: Bad Karma.
Rose Marie Wentworth in The Artifact: Prologue

archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #17 on: August 13, 2009, 10:14:16 AM »
Well it seems paranoia is founded in this case. I think I'll join you guys in a heightened level of caution.
Doc puts on his NVGs and begins to scan all around, making sure not to look at the lights themselves.
[spoiler]I'll take 10 too so its a 20 total.
edit: spot check forgot to put that in here.[/spoiler]
« Last Edit: August 13, 2009, 10:23:36 AM by archangel.arcanis »
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

j0lt

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Re: Isle Noir: Bad Karma
« Reply #18 on: August 13, 2009, 10:52:28 AM »
Carefully putting on Dove's NVGs, Cross focuses his attention on the island.  He scans the shoreline for potential ingress points, as well as spotting any relevant defensive measures, sightlines, etc...

[spoiler]Spot = 1[/spoiler]

Cross shakes his head back and forth, then taps at Dove's NVGs before removing them with a frown.  "Dove, did you check the batteries in these things?"

Working quickly, his fingers moving with practiced ease, Cross swaps out the batteries from his NVGs into Dove's and hands them back to her.
« Last Edit: August 13, 2009, 11:08:26 AM by j0lt »
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #19 on: August 13, 2009, 11:02:32 AM »
The light on the top of the buoy goes black. In fact they all do...

Greasemonkey
[spoiler]You've got your team a window of opportunity, but it won't stay open all night-- you'll have to move through now, you may only have approximately 18 seconds before the perimeter comes back on. Time to inform the team.[/spoiler]

Cross
[spoiler]You ain't seen shit. Either the goggles aren't calibrated properly... or you aren't. after two sets of goggles though, it seems more likely the latter.

Hey those stars above sure look pretty![/spoiler]

Ronin
[spoiler]The island is a dark silhouette against the sky. The NVG's hungrily suck in the light from the stars and sliver moon above.
[/spoiler]

Doc
[spoiler]you can just make out some sort of building-- built into the face of the cliff wall on this side of the island. The building is in a resort-style similar to those you'd seen on the Tahitian islands. Thatched roof, whte walls and wooden slatted windows-- it's looks tropical and inviting. No doubt some sort of main entrance to the island itself, designed to impress suits and scitypes as they first arrive. There is a small stretch of sand in front of it, and what appears to be a dock. You can make out what appears to be a 30'-40' fishing boat tied up to the dock. But there is no movement near it. No lights either.

There is no other visible area to land-- the cliffs dive straight into the ocean along this side of the island. Either you guys land there, near the dock and the fishing boat, or you follow the island's circumference to see if there are any other landing option.[/spoiler]

« Last Edit: August 15, 2009, 02:48:24 AM by jacemachine »
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer