Cont.
Down on the planet, the past two days have been busy, Loras and Alessio manage to convince the assistant admin to meet them after work for possible assistance. They meet her in a busy nightclub at the starport. Her name is Mirabelle Lakely. After some drinks, she indicates that it may be possible to get access to her superior’s compad which would show any transactions or communications regarding their ‘delay’. She’s hoping that it will also give her some dirt on her boss. They put their heads together and come up with a Plan.
The senior administrator lives in the nearby city and commutes home daily. He locks up his office and usually leaves his compad there. Mirabelle can get them into the building and provide temporary ID’s that should hold up as janitorial staff. They can crack the lock on his office and hack out the compad. If successful, she notes that she gets a copy of its contents. They agree to meet after-hours the next evening.
Wearing custodial uniforms and a hidden hand computer, Alessio and Loras get let in the back door of the starport administration building by Lakely. She manages to manufacture a small crisis which gets the few employees on their level to attend a meeting while Loras and Alessio head for the office. Getting in is easy but the compad’s security gives Loras problems. After an hour, Mirabelle comms them and indicates the distraction is wearing thin. Loras asks for more time and she says she’ll try. As the minutes tick down, the compad finally is cracked and downloaded. They both step out of the office in time to see employees returning to their desk. Other than a few odd looks, the two of them make their way out the back and set up a meet with Mirabelle for later that night where they hand off a copy of the compad’s contents.
Dana and Kaska find a couple casinos at the nearest city and decide to head in for a look. They purchase weapon permits and visitor passes to the city, are apprised of local regulations, and head out. They both decide to front the credits on their own since the Captain and the ‘Threat had taken quite a beating. After all, if this bounty pays off, they’re in better shape anyways! A shuttle bus takes them to the city which is about a half-hour distant. They spend the night working the casinos and making inquiries about their Target as discreetly as possible. Dana manages to find a talkative bartender who indicates that he may have seen the Target there a week or so ago. For a few credits, he coughs up that the Target was talking on a comm with a local travel agency. They also pick up the alias that he was using. Armed with the name, they crash at a local hotel and head out in the morning for the travel agency.
Finding the travel agency is easy and Dana decides to case the joint. They decide that a night infiltration would be much easier than trying to persuade one of the employees to pull the records. Folks tend to get nervous about such requests. After making a few brief inquiries after window-shopping, Dana has seen enough and meets back with Kaska with a Plan.
That night, Dana slips up to the access door on the side and quickly cracks the security system and the locks. They both run in and Dana resets everything to make it look like a blip. It sure helps that the tech base on this planet is a bit lower so the security and computer system are a bit basic compared to their tools. Kaska manages to access the computer system and manages to get an itinerary for the Target and his ticket purchases off-world! While rummaging through the place as a matter of habit, Dana finds a series of blank temporary visas issued by the city government! They are used to give to tour participants by the agency. Each one indicates that the bearer is a resident of the city on Ir and traveling as a visitor. A little work-up and these could come in very handy!
After six days in the system, the ‘Threat is finally ready to head out. Babs assures everyone that the part is going to work fine as they head out to the 100d limit. They know the Target is headed for Saga’s End/2209 via User-Friendly/2309. They decide to jump ahead to Saga’s End and see if they can capture him there.
Holding their breath, although they’d never admit it, the Jump drive is engaged and they’re off!
DESTINATION: Saga’s End/GD 2209
Target Escape Margin (Arrival/Departure): 3/4
Arrival Bankroll: 39,374cr
Received Payments
Freight:
Speculative Trading
1t of Titanium (Uncommon Raw Materials)(-13,000cr)
Other Credits/Debits
-Shuttle berthing at Downport
-2,200cr Downport/Highport berthing
-500 Bribes (assistant admin)
-100 bribes (bartender)
-4,000cr Jump Drive Component
079-086| Jumpspace
During the Jump, they decide to come up with a plan for actions upon arriving in Saga’s End. Vako wants a piece of the action but notes that he needs to sell the cargo or they would be broke. Sarasina and Babs are going to head out to the nearest gas giant for refueling since they need to save the money. This time everyone is headed to the Downport to find the Target and sell the cargo.
Down on the planet, the past two days have been busy, Loras and Alessio manage to convince the assistant admin to meet them after work for possible assistance. They meet her in a busy nightclub at the starport. Her name is Mirabelle Lakely. After some drinks, she indicates that it may be possible to get access to her superior’s compad which would show any transactions or communications regarding their ‘delay’. She’s hoping that it will also give her some dirt on her boss. They put their heads together and come up with a Plan.
The senior administrator lives in the nearby city and commutes home daily. He locks up his office and usually leaves his compad there. Mirabelle can get them into the building and provide temporary ID’s that should hold up as janitorial staff. They can crack the lock on his office and hack out the compad. If successful, she notes that she gets a copy of its contents. They agree to meet after-hours the next evening.
Wearing custodial uniforms and a hidden hand computer, Alessio and Loras get let in the back door of the starport administration building by Lakely. She manages to manufacture a small crisis which gets the few employees on their level to attend a meeting while Loras and Alessio head for the office. Getting in is easy but the compad’s security gives Loras problems. After an hour, Mirabelle comms them and indicates the distraction is wearing thin. Loras asks for more time and she says she’ll try. As the minutes tick down, the compad finally is cracked and downloaded. They both step out of the office in time to see employees returning to their desk. Other than a few odd looks, the two of them make their way out the back and set up a meet with Mirabelle for later that night where they hand off a copy of the compad’s contents.
GM said:It’s a Solid, Safe plan. With Mirabelle running interference and the props she provides, they should have a decent run of it. It will mainly come down to breaking/entering and hacking out the compad’s memory. Loras has both Security and Computer, although at -1, but he also has a personal computer with an Intrusion program. So that gives them a +1, for a total difficulty of 7+. They roll a 12! Unfortunately, they rolled a Bad Consequence… with a +2 for a successful Plan. The task takes 4x longer than planned… Not too bad since there was a huge window before the administrator arrived in the morning.
Dana and Kaska find a couple casinos at the nearest city and decide to head in for a look. They purchase weapon permits and visitor passes to the city, are apprised of local regulations, and head out. They both decide to front the credits on their own since the Captain and the ‘Threat had taken quite a beating. After all, if this bounty pays off, they’re in better shape anyways! A shuttle bus takes them to the city which is about a half-hour distant. They spend the night working the casinos and making inquiries about their Target as discreetly as possible. Dana manages to find a talkative bartender who indicates that he may have seen the Target there a week or so ago. For a few credits, he coughs up that the Target was talking on a comm with a local travel agency. They also pick up the alias that he was using. Armed with the name, they crash at a local hotel and head out in the morning for the travel agency.
Finding the travel agency is easy and Dana decides to case the joint. They decide that a night infiltration would be much easier than trying to persuade one of the employees to pull the records. Folks tend to get nervous about such requests. After making a few brief inquiries after window-shopping, Dana has seen enough and meets back with Kaska with a Plan.
That night, Dana slips up to the access door on the side and quickly cracks the security system and the locks. They both run in and Dana resets everything to make it look like a blip. It sure helps that the tech base on this planet is a bit lower so the security and computer system are a bit basic compared to their tools. Kaska manages to access the computer system and manages to get an itinerary for the Target and his ticket purchases off-world! While rummaging through the place as a matter of habit, Dana finds a series of blank temporary visas issued by the city government! They are used to give to tour participants by the agency. Each one indicates that the bearer is a resident of the city on Ir and traveling as a visitor. A little work-up and these could come in very handy!
GM said:Pretty straight-forward Infiltration. Travel agencies aren’t too airtight and Dana has good Security. In addition, she has a security kit and Computer skills. Lucky for both of them, Kaska is a bit of a computer nut also! He has decent skill but, even better, has a loading personal computer with Intrusion, Agent, and Decrypt. The place likely has an alarm so its definitely Dangerous but I think Solid works here. With a +1 for Dana’s skill and +1 for Kaska’s computer, they have a Difficulty of 6+. They roll a 10! They also roll Good Consequences and find a valuable piece of kit.
GM BOUNTY said:Both successes drop the Escape Margin to 2 again. In addition, the group now has 2 Clues. But I’m going to give the Target his Cunning roll and he makes it, knows he’s being tracked. He’s going to use his Mobility to Move Locations. That will give him an automatic -2 Escape Margin. He makes the roll and is moved to a new location. ‘Where’ exactly is not important just that the Target gets the Escape Margin bump. Unfortunately, he has no further Mobility points.
After six days in the system, the ‘Threat is finally ready to head out. Babs assures everyone that the part is going to work fine as they head out to the 100d limit. They know the Target is headed for Saga’s End/2209 via User-Friendly/2309. They decide to jump ahead to Saga’s End and see if they can capture him there.
Holding their breath, although they’d never admit it, the Jump drive is engaged and they’re off!
DESTINATION: Saga’s End/GD 2209
Target Escape Margin (Arrival/Departure): 3/4
Arrival Bankroll: 39,374cr
Received Payments
Freight:
Speculative Trading
1t of Titanium (Uncommon Raw Materials)(-13,000cr)
Other Credits/Debits
-Shuttle berthing at Downport
-2,200cr Downport/Highport berthing
-500 Bribes (assistant admin)
-100 bribes (bartender)
-4,000cr Jump Drive Component
079-086| Jumpspace
During the Jump, they decide to come up with a plan for actions upon arriving in Saga’s End. Vako wants a piece of the action but notes that he needs to sell the cargo or they would be broke. Sarasina and Babs are going to head out to the nearest gas giant for refueling since they need to save the money. This time everyone is headed to the Downport to find the Target and sell the cargo.
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