Weekly Poll 2/4/20 - Welcome Home V. The Grab (IV)

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Part 1 done. Have to get to the pickup point. Next, you:

  • 5. Marks might be lying - follow the joeboy and see if you can do your own swap.

    Votes: 0 0.0%
  • 8. See if you can get Marks rolled, save his butt and see if he'll drop that price.

    Votes: 0 0.0%

  • Total voters
    12
  • Poll closed .
You shoulder your way through the crowd, slowing the joeboy by the simple expedient of tripping him as you pass [Difficulty Average: 15. Reflexes 11 plus Athletics 5 + Roll 2. Total 18. Success]. He sprawls out a bit but catches himself quickly [Roll 7, Total 19 - beats V's 18. Barely.]. In the meantime, you cross to the NCPD post and, nodding at the duty sergeant whose visored gaze scans back and forth across the crowd, say,

"Hey. Just so you know, that guy in the Image jacket is carrying an Emp. Saw it in his jacket when he tripped. "

The sergeant eyes you, trying to tell if you're messing with him for no good reason. [Persuasion check. People mess with NCPD, V is people, Sergeant saw the guy barely trip at all. Difficult: 20. Roll 9, Persuasion 5, Emp 8, Total 22. Success].

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"Emp, huh. Okay, thanks. We'll check it out." NCPD don't like EMP grenades any more than anyone else does. Unless your gear is shielded, it just stops working. This sucks if you have a cybereye - it can be fatal if you have replacement organs. And it's silent and invisible when it detonates. Oh yes, NCDP don't like EMP grenades at all.

The Sergeant and his two-officer crew head into the crowd, pulling aside the joeboy for a quick search and patdown. When they find the dummy EMP grenade that you planted on the joeboy, there is a moment of tension - and some serious aggression - before one of the cops spots the -FAKE- lettering on the bottom.

While they are doing that, the Sharkfarm thrash club ventilator starts streaming a white smoke and gives out a high pitched keening sound. Everyone watches for a few seconds, but since nothing actually catches fire or explodes, it's backgrounded. The cops, who barely slowed their search, eventually let the joeboy go, ignoring his complaints. They keep the dummy munition.

You watch the joeboy disappear in the Maze, flipping NCPD the finger as he goes. Your phone lights up. No video.

"Got it."

"Great. Any problem with the swap?"

"Nah. Planting things on perps is practically my whole skillset. Sarge thinks he was just some gonk chiphead. That smoke you?"

"No way. You know how unreliable City safety ordinance is. We're lucky the whole place didn't go up."

"Sure. How you want it?"

"Usual place. Your money's already there. "

"^&!@% better be."

You close the link and head to the drop site to leave the cred-spike there. Like you'd leave it first without the job done. Pricier than you'd like, but that's how it goes sometimes.

Skill checks: [Get Officer Marks to swap the package on a stop. NCPD Officer pay is crap, Average difficulty. Doesn't know what it is, +3 Diff.: 18. Streetwise 6, Cool 8 Roll 7. Total 21. Success. ] [Bargain Marks down from his asking price. Difficult: 20. Streetwise 6, Cool 8 Roll 4. Total 18. Fail]. [Human Perception to see if Marks is telling the truth, Difficulty Hidden, Total 20. You..think...he's telling the truth.]

As he goes, the joeboy checks his inner pocket and curses whichever slotter stuck him with that prank Emp- those cops were rough. He feels the rectangular shape of his package and relaxes. [Awareness Difficulty 25. Roll/Skill total 20. Fail]

Still... [Streetwise check. Roll/Skill total...TBC]

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Other polls here. Character sheet here.

[Note: you can pick 2 choices.]
 
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Also 2, but I picked it not only to be cautious but also because I have too many questions about Marks (I'm not following what his role even is here).
Also because following the joeboy sounds like a bad idea. "Just in case" isn't reason enough.
 
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