Running on Fumes
Jul. 15th, 2004 10:01 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
OMG. So fucking fragged.
Week -- Overview
Monday: Typing day from hell. 7th Sea. Insomnia.
Tuesday: Stupid meeting. Nag the Boyfriend. Nap. Then insomnia.
Wednesday: Office nightmare. Firefly. Backache. Headache. Insomnia.
Thursday: Deep-rooted pain. Now Show.
Friday: Collapse.
Really need to find cures for this. Nurofen might help the pain. But there's not enough caffeine in this world. I need the CMOD. Fine, it dropped three characters and in fact nearly killed one of them, but desperate times call for desperate measures. I'm thinking I need enough caffeine to power a small city at this point.
On the other hand, Firefly was interesting. In this particular RPG, the role of the Companion seems to be hanging out in the background until the point where the rest of the crew get themselves utterly fucked, then bailing them all out with a bat of her eyelashes. Seriously.
In the last two sessions, the crew of the Second Chance were sent to some co-ordinates to find a ship and collect some cargo -- three thoroughbred horses and some miscellaneous goods (horse dope and steroids, it turns out). What the Captain failed to mention was that these co-ordinates were on the edge of Reaver-space, which is the only reason the Companion decided to go along on the salvage mission when they found the ship they were after derelicted at the approximate co-ordinates. The pilot already knew, as did the Captain, but didn't say anything as the entire rest of the crew went on board to find that the thoroughbreds had been eaten by Reavers. And we, apparently, were dessert. We managed to escape with our lives and the horse drugs, and got the hell out of there.
Only to be stopped by an Alliance vessel, who brought us aboard and asked us why the hell we'd been in Reaver-space in the first place. While the others were sat in bare little prison rooms and interrogated, the Companion got led to a nice plush sitting room and asked gentle questions because of course she couldn't be involved in anything sordid. All the questioning led to the following conclusion -- we were on a salvage mission and the Captain hadn't told us we were going into Reaver-space. Eventually, the others were let go but the Captain got locked up. The Companion was asked to speak for him and ultimately took full responsibility for anything illegal found on the ship.
This is was why it was in her (as in, my) best interests to get shot of the stuff as soon as humanly possible, so off we went to Persephone to get the stuff to the contact (we do not name the contact. It leads to mushroom mushroom). He said we weren't getting paid for this horse drug crap. Instead, we had to plant the horse drugs in the vault of some horse breeder and take our reward out of the vault while we were about it. Of course, this lead to stealth and planning, which of course meant that the entire thing was destined to go tits-up. (Our group has so far managed to come up with and carry out one workable plan without indulging in stupidity or fucking up a dice roll. And that's in nine months of gaming.) You see, the horse breeder in question was having a party that very night, and if we could secure an invitation or get on the grounds some other way, under cover of two or three hundred people might be the best way to sneak in, crack the vault, plant the goods, get the money and scarper.
My Companion character had the easiest time getting an invite, to a point -- she checked around to see who was advertising for a registered Companion. Wound up with Elton Marshall, a chinless wonder who'd engaged her services a time or two before, apparently boring as all hell but sweet in a naive sort of way. The Captain, the Shepherd and the saloon girl paid for some connections and got themselves hired as wait-staff. The gunslinger and the pilot, meanwhile, hijacked one of the party guests; they got a list of guests from the Companion, snuck into the garage of one of them, pointed guns at them, took their clothes, made them start the car by thumbprint, tied them up and then dropped them in a ditch on the way to the party. It wasn't until they got to the party and shut off the engine that they realised that they'd need the abductee's thumbprint to start the car again to get the hell out of there... So Strike One.
The Captain et al (Mark as Captain, Kat as the Shepherd, Simson as Kate the saloon girl) went to the house first, bearing the box, and the GM (who's a nice guy, if utterly evil a lot) reminded them that they were going to have to explain this box, which looks sort of like the kind of thing you store donor organs or sensitive drugs in. Eventually they decided to say that 'someone' had asked that this box be delivered to the Companion Elenia Tseren -- me. Without telling me they were going to say this first. When they tried to spin this lie to the guys running the kitchen staff for the party, their inability to say exactly who gave them the box to be delivered and the fact that the Companion in question didn't seem to be aware of the delivery rang some alarm bells. Cue Security, who took the box away to be scanned. This might almost be clever -- if the box wasn't going in the vault, it would at least be brought nearby. So I come in with my chinless wonder, and said chinelss wonder gets pulled aside and away through a door under the stairs. I mingle until my chinless wonder comes back and tells me that apparently there's a package for me. I'm led down to security, see this box. Cannot admit that I know anything about this box because it's not the kind of thing a Companion would receive. Go back up to the party after denying this box, and end result, Captain and Kate get taken away by Security. Meanwhile, I have a conversation with chinless wonder, gunslinger (Tom; Played by Toos in all senses of the phrase) and pilot (Alice-May, played by
cholten99, in which I make 'casual' conversation about this box. Alice-May asks if Tom delivered the box. Tom didn't say anything; just stood there with gormless look. Alice-May gets huffy in 'wronged wife' kind of way and asks, "Why would you want to go and do a thing like that for?" And I just smile over at her and say, "Well, if you have to ask..." She stormed off crying, Tom went after her ... and his behaviour convinced my chinless wonder that he did send this suspicious box. They both got hauled off to the security office. Strike Two.
Shepherd had followed the Captain and Kate down to the security office, where those two were basically doing a good job of the whole thing. As one Security man went to open the box, the Captain bashed him over the head with a wine bottle, flooring him. Meanwhile, Kate had stolen the other man's gun and was holding it to his head when the Shepherd walked in. Almost immediately after that, Tom came in led by one security guard; behind them was Alice-May, pulling a gun out of her handbag and holding it to the last security man's head. They tied the security guards up, stole their uniforms, put the cash, medical supplies and valuables in their box and put the horse drugs in the box where the medical supplies had been. Then the three new 'security guards' escorted Tom and Alice-May off the premises, Tom holding his 'secret admirer gift' and looking sheepish.
Clean getaway? The end? Oh, so nearly, except for the fact that, while the gang tied the security guards up, they didn't tie the security guards to anything. Which meant they wormed their way upstairs and managed to shout for help. Strike three; you're out. There was a gunfight as the Shepherd tried to hotwire the stupid thumbprint-needing hovercar while Alice-May and Tom went after horses and they all rode off like hell towards the Second Chance. But by this time, the other security guards had been on the squawk to the Feds, who'd put a land lock on the Second Chance, preventing it from flying anywhere. (Guess they can take the sky from you, guys...) And so our heroes were utterly, utterly shafted.
Which is where the one member of the party who wasn't in trouble with the law came in. While all this was going on, I was just being a Companion, a little nervous about strange men sending me stranger gifts and horrified at the robbery and everything else that ensued. Andy P led me out into the corridor and we had a five-minute conversation about how the hell we were going to get the group out of the mess they were in. Eventually, we settled on the following; my chinless wonder, who's very sweet, very tightly wrapped around my little finger and has a very fast car, had no problem with acquiescing to my request that we call it a night ("I've had a terrible evening and I'm not sure how much more of this I can take..." I hate playing a girlie-girl sometimes) and sped me to the Second Chance. At which point I went up to the security person manning the land lock, charmed him, and managed to get him to switch off the land lock ... "just long enough for me to disengage my shuttle". By this time, Alliance people had turned up and surrounded the ship, so I broke out the charm again. Made a very good Influence roll (I don't count the first charmer-action; I used a drama point for that) and convinced them to let me on board by myself ("There are my things in there; a girl does need her privacy, you know, and I'll be perfectly safe...") Got on board, the security man disengaged the land lock and I just said, "Take off now". And off we went; we can never go to Persephone again, but we all got paid.
Next, apparently, is Dune. Gonna play another medic. Also been talking to Andy P about bringing Aidan back into 7th Sea for a one-off; I can't think that, if he's studying at Dionna University whose foremost patron is the guy having this duel with Axel, that Aidan wouldn't have heard about it. And if he heard "big burly bald Eisen man hit someone and got himself in a duel to the death", Aidan would immediately think, "Lord Axel. Oh, dear Theus they're gonna need a medic..."
I have too much life...
Week -- Overview
Monday: Typing day from hell. 7th Sea. Insomnia.
Tuesday: Stupid meeting. Nag the Boyfriend. Nap. Then insomnia.
Wednesday: Office nightmare. Firefly. Backache. Headache. Insomnia.
Thursday: Deep-rooted pain. Now Show.
Friday: Collapse.
Really need to find cures for this. Nurofen might help the pain. But there's not enough caffeine in this world. I need the CMOD. Fine, it dropped three characters and in fact nearly killed one of them, but desperate times call for desperate measures. I'm thinking I need enough caffeine to power a small city at this point.
On the other hand, Firefly was interesting. In this particular RPG, the role of the Companion seems to be hanging out in the background until the point where the rest of the crew get themselves utterly fucked, then bailing them all out with a bat of her eyelashes. Seriously.
In the last two sessions, the crew of the Second Chance were sent to some co-ordinates to find a ship and collect some cargo -- three thoroughbred horses and some miscellaneous goods (horse dope and steroids, it turns out). What the Captain failed to mention was that these co-ordinates were on the edge of Reaver-space, which is the only reason the Companion decided to go along on the salvage mission when they found the ship they were after derelicted at the approximate co-ordinates. The pilot already knew, as did the Captain, but didn't say anything as the entire rest of the crew went on board to find that the thoroughbreds had been eaten by Reavers. And we, apparently, were dessert. We managed to escape with our lives and the horse drugs, and got the hell out of there.
Only to be stopped by an Alliance vessel, who brought us aboard and asked us why the hell we'd been in Reaver-space in the first place. While the others were sat in bare little prison rooms and interrogated, the Companion got led to a nice plush sitting room and asked gentle questions because of course she couldn't be involved in anything sordid. All the questioning led to the following conclusion -- we were on a salvage mission and the Captain hadn't told us we were going into Reaver-space. Eventually, the others were let go but the Captain got locked up. The Companion was asked to speak for him and ultimately took full responsibility for anything illegal found on the ship.
This is was why it was in her (as in, my) best interests to get shot of the stuff as soon as humanly possible, so off we went to Persephone to get the stuff to the contact (we do not name the contact. It leads to mushroom mushroom). He said we weren't getting paid for this horse drug crap. Instead, we had to plant the horse drugs in the vault of some horse breeder and take our reward out of the vault while we were about it. Of course, this lead to stealth and planning, which of course meant that the entire thing was destined to go tits-up. (Our group has so far managed to come up with and carry out one workable plan without indulging in stupidity or fucking up a dice roll. And that's in nine months of gaming.) You see, the horse breeder in question was having a party that very night, and if we could secure an invitation or get on the grounds some other way, under cover of two or three hundred people might be the best way to sneak in, crack the vault, plant the goods, get the money and scarper.
My Companion character had the easiest time getting an invite, to a point -- she checked around to see who was advertising for a registered Companion. Wound up with Elton Marshall, a chinless wonder who'd engaged her services a time or two before, apparently boring as all hell but sweet in a naive sort of way. The Captain, the Shepherd and the saloon girl paid for some connections and got themselves hired as wait-staff. The gunslinger and the pilot, meanwhile, hijacked one of the party guests; they got a list of guests from the Companion, snuck into the garage of one of them, pointed guns at them, took their clothes, made them start the car by thumbprint, tied them up and then dropped them in a ditch on the way to the party. It wasn't until they got to the party and shut off the engine that they realised that they'd need the abductee's thumbprint to start the car again to get the hell out of there... So Strike One.
The Captain et al (Mark as Captain, Kat as the Shepherd, Simson as Kate the saloon girl) went to the house first, bearing the box, and the GM (who's a nice guy, if utterly evil a lot) reminded them that they were going to have to explain this box, which looks sort of like the kind of thing you store donor organs or sensitive drugs in. Eventually they decided to say that 'someone' had asked that this box be delivered to the Companion Elenia Tseren -- me. Without telling me they were going to say this first. When they tried to spin this lie to the guys running the kitchen staff for the party, their inability to say exactly who gave them the box to be delivered and the fact that the Companion in question didn't seem to be aware of the delivery rang some alarm bells. Cue Security, who took the box away to be scanned. This might almost be clever -- if the box wasn't going in the vault, it would at least be brought nearby. So I come in with my chinless wonder, and said chinelss wonder gets pulled aside and away through a door under the stairs. I mingle until my chinless wonder comes back and tells me that apparently there's a package for me. I'm led down to security, see this box. Cannot admit that I know anything about this box because it's not the kind of thing a Companion would receive. Go back up to the party after denying this box, and end result, Captain and Kate get taken away by Security. Meanwhile, I have a conversation with chinless wonder, gunslinger (Tom; Played by Toos in all senses of the phrase) and pilot (Alice-May, played by
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Shepherd had followed the Captain and Kate down to the security office, where those two were basically doing a good job of the whole thing. As one Security man went to open the box, the Captain bashed him over the head with a wine bottle, flooring him. Meanwhile, Kate had stolen the other man's gun and was holding it to his head when the Shepherd walked in. Almost immediately after that, Tom came in led by one security guard; behind them was Alice-May, pulling a gun out of her handbag and holding it to the last security man's head. They tied the security guards up, stole their uniforms, put the cash, medical supplies and valuables in their box and put the horse drugs in the box where the medical supplies had been. Then the three new 'security guards' escorted Tom and Alice-May off the premises, Tom holding his 'secret admirer gift' and looking sheepish.
Clean getaway? The end? Oh, so nearly, except for the fact that, while the gang tied the security guards up, they didn't tie the security guards to anything. Which meant they wormed their way upstairs and managed to shout for help. Strike three; you're out. There was a gunfight as the Shepherd tried to hotwire the stupid thumbprint-needing hovercar while Alice-May and Tom went after horses and they all rode off like hell towards the Second Chance. But by this time, the other security guards had been on the squawk to the Feds, who'd put a land lock on the Second Chance, preventing it from flying anywhere. (Guess they can take the sky from you, guys...) And so our heroes were utterly, utterly shafted.
Which is where the one member of the party who wasn't in trouble with the law came in. While all this was going on, I was just being a Companion, a little nervous about strange men sending me stranger gifts and horrified at the robbery and everything else that ensued. Andy P led me out into the corridor and we had a five-minute conversation about how the hell we were going to get the group out of the mess they were in. Eventually, we settled on the following; my chinless wonder, who's very sweet, very tightly wrapped around my little finger and has a very fast car, had no problem with acquiescing to my request that we call it a night ("I've had a terrible evening and I'm not sure how much more of this I can take..." I hate playing a girlie-girl sometimes) and sped me to the Second Chance. At which point I went up to the security person manning the land lock, charmed him, and managed to get him to switch off the land lock ... "just long enough for me to disengage my shuttle". By this time, Alliance people had turned up and surrounded the ship, so I broke out the charm again. Made a very good Influence roll (I don't count the first charmer-action; I used a drama point for that) and convinced them to let me on board by myself ("There are my things in there; a girl does need her privacy, you know, and I'll be perfectly safe...") Got on board, the security man disengaged the land lock and I just said, "Take off now". And off we went; we can never go to Persephone again, but we all got paid.
Next, apparently, is Dune. Gonna play another medic. Also been talking to Andy P about bringing Aidan back into 7th Sea for a one-off; I can't think that, if he's studying at Dionna University whose foremost patron is the guy having this duel with Axel, that Aidan wouldn't have heard about it. And if he heard "big burly bald Eisen man hit someone and got himself in a duel to the death", Aidan would immediately think, "Lord Axel. Oh, dear Theus they're gonna need a medic..."
I have too much life...
no subject
Date: 2004-07-15 03:05 pm (UTC)