shared:mission:what_remains_however_improbable

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shared:mission:what_remains_however_improbable [2023/06/19 08:36]
katie [Aftermath]
shared:mission:what_remains_however_improbable [2023/06/19 08:46] (current)
katie [Heightened Serendipity]
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   * Aspexx are now showing interest in the underground caverns beneath Ace's Place, giving them a reason to pay attention to the conflict with //Her Glorious Command//.   * Aspexx are now showing interest in the underground caverns beneath Ace's Place, giving them a reason to pay attention to the conflict with //Her Glorious Command//.
  
-==== All Characters ==== 
  
-  * Consequences 
  
-==== Character 1 ====+==== Deepest Fathom ====
  
-  * Consequences+  * May choose to have his communicator tuned to //Fractured Dawn//, at which point it will inform him of any ideas or hijinks it may get up to.  If he tunes out from it and forgets to reconnect during Downtime then he may not be informed. 
 +  * Mk II Overridden Vending Machine Bot: Bot '32 may be prevailed upon from across the system to launch a Vending Machine from across the system.  It will not arrive in the same Encounter, but rather a future one picked at random by the GM.  Vending Machines will either be a Loot or a Challenge Machine (again, picked at random): 
 +    * **Loot Machines** contain 3 items that may or may not be of use (e.g. weapons, ammo, supplies, keys, pastries) and only one may be purchased in exchange for 1 Clout -- the others will be immediately destroyed. 
 +    * **Challenge Machines** contain 3 items of increasing usefulness and delivers three challenges to the upcoming Encounter of increasing difficulty (e.g. "do the encounter while singing", "don't get hit", "without using guns").  If the challenges are completed, the prizes are dispensed. 
 +    * Vending Machines can be hacked with a successful Tinkering to override their programming, but a Failure will result in the machine destroying all of its prizes. 
 +  * **Ancient Relic**: a small shard of glowing translucent gem set into a metal ring.  This relic may be used to call PULL or PUSH once per Encounter.  Further uses of the call that Encounter may be achieved by sacrificing 2 hit points to the ring (like a Commando spending hits).  Keep track of how many hits are sacrificed to the ring and keep Katie updated.
  
 ==== Heightened Serendipity ==== ==== Heightened Serendipity ====
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   * +2 Clout with Aspexx for alerting them to the Vending Machine facility.   * +2 Clout with Aspexx for alerting them to the Vending Machine facility.
   * Mk II Psychic Drone Connection: twice per Mission, out of combat, you may meld your mind with your Drone in order to control it precisely.  Your senses are as restricted as the drone's, and you are unable to control or sense your body while you are projecting into the Drone.  You may do this more times per Mission by taking a Severe Injury for each time you want to use it as it fries your mental pathways.   * Mk II Psychic Drone Connection: twice per Mission, out of combat, you may meld your mind with your Drone in order to control it precisely.  Your senses are as restricted as the drone's, and you are unable to control or sense your body while you are projecting into the Drone.  You may do this more times per Mission by taking a Severe Injury for each time you want to use it as it fries your mental pathways.
 +  * **Ancient Relic**: a small shard of glowing translucent gem set into a pendant.  This relic allows you, once per Mission, to choose whether or not a Decoy Hologram of yourself is //actually// you after all at the point you reveal it.  You may do this multiple times a Mission at the expense of a Severe Injury as doing this causes a rift in the space-time continuum.  Please inform Katie in downtime whenever you push this ability past the once per mission. 
  
 {{tag>mission deepest_fathom heightened_serendipity}} {{tag>mission deepest_fathom heightened_serendipity}}
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  • Last modified: 2023/06/19 08:36
  • by katie