This is a continuing playtest of the Niv Lova (link)RPG playtest. Previous sessions: Session 0, Session 1, session 2.
Departing for the Factory Ruins
Andrei and Stray leave Limbus behind, stepping onto the cracked roads that lead toward the abandoned industrial district southeast of town. The journey takes several hours, with the ruined landscape stretching out around them—crumbling buildings, twisted power lines, and the distant echoes of things best left unseen.
The factory ruins eventually come into view—a massive, partially collapsed structure with rusting metal beams jutting out at unnatural angles. Smoke or dust occasionally drifts from inside, disturbed by unseen forces.
They stop at a safe distance, surveying the site.
Approaching the Factory: What Do They See?
Before heading in, they observe the area for any dangers. Roll 2d6 + MIND (Andrei has +0, Stray has +1).
- 10+: They spot something important—a safe entry point, a threat, or a valuable stash before going inside.
- 7-9: They notice a potential danger, but don’t have all the details.
- 6 or lower: They miss something—and might walk into a trap or hazard.
Roll 2d6 + 1, and let me know what you get!
You said:
Surveying the Factory: 9 (Mixed Success)
Andrei and Stray observe the ruins carefully, crouched behind the rusted frame of an old truck. The factory is quiet, but not abandoned—the signs of recent movement are there.
What They Notice:
- A side entrance that looks less unstable than the front (possible safe entry).
- Scavenger tracks leading inside, but no signs of them coming back out.
- A faint flickering light deeper in the factory, possibly from old security systems or something else still active.
- Distant metallic clicking sounds, like machinery coming to life or something moving.
What They Don’t Know:
- If the security systems are still functional.
- What happened to the scavengers who entered before.
Stray tightens her grip on her sawed-off shotgun. “That place ain’t empty. If we go in, we go careful.”
How Do They Approach?
- Enter Through the Side Entrance – Seems less unstable, but may be more concealed hazards inside.
- Try the Front Entrance – Risk of falling debris, but they’d get a full view of what’s inside.
- Wait and Watch Longer – See if anything moves inside before committing.
- Check for Alternate Ways In – Climb, find a rooftop entry, or use the crowbar to create a new opening.
What’s the plan?
You said:
You'll need to roll 2d6 + 1 (since Stray’s MIND is +1) to determine if they spot anything new while watching the factory.
- 10+: They spot something crucial—a threat, hidden entrance, or clue before heading inside.
- 7-9: They notice movement, but can’t fully identify it.
- 6 or lower: They wait too long, possibly missing their chance or alerting something inside.
Roll 2d6 + 1, and let me know what you get!
You said:
Observing the Factory: 8 (Mixed Success)
Andrei and Stray stay low, keeping their eyes locked on the ruined factory as they wait for signs of movement. The wind howls through the skeletal remains of the industrial structure, rattling loose debris, but beneath that sound...
Something moves.
What They Notice:
- A silhouette shifting deep inside—it moves mechanically, with an unnatural, jerky motion.
- A faint red light blinking intermittently, barely visible against the shadows.
- A metallic scraping sound, slow but deliberate, like something dragging across the factory floor.
Stray exhales slowly. "Told you something was in there." She glances at Andrei. "Could be old security bots. Could be something worse."
What They Don’t Know:
- How many entities are inside.
- If the movement is automated (a machine) or something aware of them.
- Whether the red light is from a power source, a sensor, or something else.
Stray tightens her grip on her shotgun. "Your call, Ghost. We sneaking in, or you wanna hit first and ask questions later?"
Next Move?
Now that they know something is inside, Andrei can decide how to approach:
- Stealth Entry (Side Entrance) – Try to sneak in and get a better look before engaging. (Roll FINESSE to avoid detection.)
- Engage from Range – If Andrei has a ranged weapon, he can take a shot at the red light and see what happens.
- Create a Distraction – Throw something, make noise, or use Stray’s shotgun to lure whatever is inside to a different location.
- Find Another Way In – Look for rooftop access, a maintenance tunnel, or another entrance to avoid walking into a potential trap.
What’s the plan?
You said:
You'll need to roll 2d6 + 1 (since Andrei’s MUSCLE is +1) to determine how well he throws the pipe to create a distraction.
- 10+: The throw lands deep inside, making a loud enough distraction to draw anything away from their entry point.
- 7-9: The throw makes noise, but whatever is inside may not fully take the bait.
- 6 or lower: The throw doesn’t work well—it either lands too close, or whatever’s inside isn’t fooled.
Roll 2d6 + 1, and let me know the result!
You said:
Perfect Distraction (Critical Success - 13!)
Andrei stands, aims, and hurls the pipe deep into the factory ruins. The heavy metal clatter echoes through the empty halls, bouncing off the rusted beams before finally coming to a stop somewhere far inside the structure.
For a moment, there is only silence.
Then, the red light blinks twice.
A sudden burst of mechanical movement follows—metal scraping, gears whirring—as something reacts to the noise. The sounds grow distant, whatever it is moving toward the distraction deeper in the ruins.
Stray exhales sharply. “Damn. Good throw.” She tightens her grip on her shotgun. “Looks like whatever was in there took the bait. Let’s move before it wises up.”
What This Means:
- Whatever was inside has moved further away, giving Andrei and Stray a window to enter undetected.
- They now have an opportunity to get inside and possibly gather intel before engaging.
Next Move?
With the distraction successful, Andrei and Stray can:
- Sneak Inside (Side Entrance) – Quietly move in and assess the area before committing to any deeper exploration. (Roll FINESSE to stay silent.)
- Rush In While It’s Distracted – Move quickly but not stealthily to secure a better position inside before the entity returns. (No roll needed, but they could make noise.)
- Find Higher Ground First – Try to climb to a vantage point before entering, getting a better look at the interior layout. (Roll FINESSE or MIND to find a way up.)
- Wait and Observe – Stay outside a little longer, watching to see if anything else moves inside. (Could reveal more info, but risks losing the advantage.)
How do they proceed?
You said:
You'll need to roll 2d6 + 1 (since Stray provides a +1 FINESSE bonus) to determine how well Andrei and Stray sneak into the factory undetected.
- 10+: They move in silently and gain a strong position inside.
- 7-9: They get inside quietly, but risk being spotted if they aren’t careful.
- 6 or lower: They make noise, possibly alerting whatever is inside.
Roll 2d6 + 1, and let me know the result!
You said:
8
ChatGPT said:
Silent Entry: 8 (Mixed Success)
Andrei and Stray move cautiously, slipping into the side entrance of the ruined factory. The inside is dark and dust-filled, with beams of light filtering in through gaps in the collapsed ceiling. The air smells of oil, rust, and something stale—like a place abandoned for far too long.
They step carefully, avoiding loose debris, and make it inside without immediate detection.
What They See Inside:
- Catwalks & Machinery: Large industrial machines loom in the darkness, covered in rust and grime. Catwalks overhead provide higher ground, but climbing up would require making some noise.
- Flickering Lights in the Distance: A few panels of old security lighting still function, their glow weak and inconsistent.
- Deep Grinding Sounds from Another Room: Whatever moved toward the distraction is still active somewhere deeper in the factory.
- Scavenger Remains: A ripped backpack and dried bloodstains are visible near a half-collapsed conveyor belt, suggesting whoever was here last didn’t make it out.
What They Don’t Know:
- If anything else is in here. The factory might hold more than one threat.
- What caused the scavenger’s death. Could have been the entity inside, a security system, or a structural collapse.
Next Move?
Now inside the factory, Andrei and Stray can:
- Investigate the Scavenger Remains – Could find clues, gear, or a warning about what happened here. (Roll MIND to examine the area.)
- Climb the Catwalks for a Vantage Point – Provides a better view but risks making noise. (Roll FINESSE to climb silently.)
- Advance Deeper Toward the Lights – Move toward the illuminated area, possibly closer to working systems or danger. (No roll, but riskier.)
- Hold Position & Listen – Wait and try to hear if anything else is moving nearby before making a decision. (Roll MIND to gather intel.)
What’s the plan?
You said:
You'll need to roll 2d6 + 1 for Stray's investigation (since she has an assumed +1 MIND bonus) to determine what she finds in the scavenger remains.
You'll also need to roll 2d6 + 0 for Andrei's perception check (since his MIND is +0) to see if he notices any movement or threats while keeping watch.
Outcomes:
-
Investigation (Stray)
- 10+: She finds valuable loot or key information.
- 7-9: She finds something useful, but not the full picture.
- 6 or lower: She finds little of value or risks disturbing something nearby.
-
Perception (Andrei)
- 10+: He notices a threat or key detail before it notices them.
- 7-9: He hears or sees movement, but can't fully identify it.
- 6 or lower: He doesn’t detect anything—but that doesn’t mean nothing’s there.
Roll 2d6 + 1 for Stray and 2d6 + 0 for Andrei, and let me know the results!
You said:
Stray’s Investigation: 8 (Mixed Success)
Stray kneels near the scavenger remains, carefully shifting the ripped backpack and examining the dried bloodstains. She mutters under her breath, checking for anything useful.
What She Finds:
- A small notebook with hastily scrawled notes—mentions something about “motion-activated sentries” inside the factory.
- A cracked flashlight—still functional, but dim.
- 2 rounds of 9mm ammo—not much, but every bullet counts.
What She Can’t Figure Out:
- How the scavenger died. There are no gunshot wounds, no signs of claw marks—just blood pooled in one spot with no body.
Stray pockets the notebook and the ammo, tossing the dim flashlight toward Andrei. “Factory’s got security—motion-based. Might explain that thing we heard moving.” She glances at the bloodstain. “Still doesn’t tell us what happened here.”
Andrei’s Perception: 10 (Strong Success!)
While keeping watch, Andrei hears something shifting nearby—but not where he expected.
At first, he focuses on the distant noise from the distraction he made earlier, but then he catches a small, unnatural flicker of movement much closer—near an old loading bay doorway about 20 feet away.
What He Sees:
- A small, metal drone-like machine, hovering silently just inside the shadows.
- A single red lens scanning slowly across the factory floor—it hasn’t seen them yet.
- The machine is almost completely silent, except for a faint electrical hum.
This is likely one of the motion-activated sentries from the scavenger’s notes. It’s patrolling slowly, unaware of them for now.
Stray sees Andrei tense and follows his gaze. She spots the drone and whispers, “Damn. That thing sees us, we’re in trouble.”
Next Move?
The security drone hasn’t detected them yet, but it’s moving in their general direction. Andrei and Stray have to decide quickly how to handle it.
- Stay Completely Still & Let It Pass – If it’s motion-based, they might be able to freeze in place and avoid detection. (Roll FINESSE to remain motionless.)
- Try to Disable It Silently – If Andrei has his crowbar, he could try to smash it before it raises an alarm. (Roll MUSCLE to attack before it notices.)
- Find Cover & Hide – Get behind a machine, conveyor belt, or debris to break line-of-sight. (Roll FINESSE to dodge behind cover.)
- Retreat Toward Another Part of the Factory – Move away from the drone’s path and try to reposition before it gets too close. (Roll FINESSE to move quietly.)
What’s Andrei’s plan?
You said:
Attacking the Drone: 9 (Mixed Success)
Andrei grips his crowbar, exhaling slowly to steady his nerves. The drone’s red lens flickers, scanning the area—but before it can fully register their presence, he lunges forward, swinging the crowbar in a brutal arc.
CRACK!
The blow connects, slamming into the drone’s outer casing, sending sparks flying. The machine jerks mid-air, its internal components whining in protest as it drifts off balance—but it’s not completely destroyed.
Results of the Attack:
- The drone takes damage but isn’t fully disabled.
- It begins to spark erratically, its red lens flickering wildly.
- It emits a faint electronic beep—possibly signaling something deeper inside the factory.
Stray curses, raising her shotgun. “Not dead yet, Ghost! Finish it!”
Next Move?
The damaged drone is now unstable, but it might still alert the factory’s systems if not taken out quickly. Andrei must act fast.
- Attack Again to Destroy It – Another crowbar strike should finish the job. (Roll MUSCLE again.)
- Stray Takes the Shot – Let Stray blast it with her shotgun, but the gunfire might be loud. (No roll, but risks alerting others.)
- Try to Grab & Disable It Manually – Wrench open its damaged casing and rip out the wiring. (Roll MIND to attempt a quick manual shutdown.)
- Retreat Before It Signals Anything – Get out of the area quickly in case the beep was an alarm. (Roll FINESSE to escape quietly.)
What’s Andrei’s move?
You said:
Finishing the Drone: 9 (Solid Success)
Andrei doesn’t hesitate. Before the drone can react, he swings the crowbar again, this time aiming directly for the flickering red lens.
CRUNCH!
The impact smashes through the casing, sending sparks flying as the drone jerks violently before crashing to the ground, its red light sputtering out completely.
Silence.
Stray exhales, lowering her shotgun. “Damn nice work, Ghost.” She nudges the now-motionless machine with her boot. “Think we got it before it could call for backup?”
Results of the Attack:
✔ The drone is destroyed.
✔ No immediate alarm sounds.
✔ They remain undetected… for now.
However, the faint beep from earlier still lingers in Andrei’s mind. Did it manage to send out a signal before being taken down? There’s no way to know—unless they move deeper into the factory.
Next Move?
- Check the Drone for Useful Parts – Could have salvageable tech or clues about the factory’s defenses. (Roll MIND to scavenge it.)
- Advance Deeper Toward the Lights – The factory’s heart likely has more loot… and more danger. (No roll, but higher risk.)
- Find an Alternate Route – Move toward another section of the factory to avoid further security risks. (Roll FINESSE to navigate unseen.)
- Retreat While They Still Can – They got inside, took down a drone—maybe it’s not worth pushing their luck. (No roll, but leaves potential loot behind.)
What does Andrei do next?
You said:
Scavenging the Drone: 7 (Mixed Success)
Andrei crouches down and pries open the drone’s casing, using his crowbar to bend apart the damaged plating. Inside, a tangled mess of wires, circuits, and mechanical components still hums faintly with residual energy.
What He Finds:
✔ 1 unit of Scrap – Useful for repairs or crafting.
✔ A damaged motion sensor – Could be valuable, but it might not work properly.
What He Can’t Recover:
- The drone’s core systems are fried, making it impossible to fully understand how it operated.
- Whatever network it was connected to is beyond his knowledge—he still doesn’t know if it sent an alert before being destroyed.
Stray watches, shotgun ready. “Get anything useful?”
Next Move?
With a little loot recovered, Andrei and Stray now face a decision:
- Advance Deeper Toward the Lights – The factory’s heart likely holds valuable loot and dangers. (No roll, but higher risk.)
- Find an Alternate Route – Move toward another section of the factory to avoid further security risks. (Roll FINESSE to navigate unseen.)
- Hold Position & Listen – See if anything reacts to the drone’s destruction before moving. (Roll MIND to gather intel.)
- Retreat While They Still Can – They got inside, took down a drone, and grabbed loot—maybe it’s not worth pushing further. (No roll, but leaves potential loot behind.)
What does Andrei do next?
You said:
You'll need to roll 2d6 + 0 (since Andrei's MIND is +0) to determine if he hears anything unusual after destroying the drone.
- 10+: He hears something critical—a warning, a clue, or a sign of danger before it happens.
- 7-9: He picks up a sound or movement, but it’s unclear what it means.
- 6 or lower: Silence… but that doesn’t mean nothing’s there.
Roll 2d6, and let me know the result!
You said:
7ChatGPT said:
Listening for Danger: 7 (Mixed Success)
Andrei holds up a hand, signaling Stray to stay quiet. Both of them crouch low, ears straining for any sign that the drone’s destruction might have triggered something deeper inside the factory.
At first, there’s nothing but the distant hum of old machinery, the groan of rusted metal shifting in the wind. But then...
Something moves.
What He Hears:
✔ A faint, mechanical clanking sound—somewhere deeper inside the factory.
✔ It’s slow, deliberate—like heavy footsteps or a machine activating.
✔ A distant whirring noise—possibly another drone or an automated system starting up.
What He Doesn’t Know:
- What exactly is moving.
- If it’s coming toward them, or just patrolling.
- How many threats might be inside.
Stray glances at him, whispering. “We’re not alone in here.” She grips her shotgun a little tighter. “What’s the move, Ghost?”
Next Move?
- Advance Cautiously Toward the Noise – If it’s a threat, better to see it before it sees them. (Roll FINESSE to move quietly.)
- Take an Alternate Route – Try to navigate around whatever is inside and get deeper into the factory unseen. (Roll FINESSE to stay hidden.)
- Hold Position & Wait – Stay completely still and see if the noise gets closer before making a move. (No roll needed, but increases risk.)
- Retreat While They Can – They got inside, took down a drone, and gathered some intel—is it worth going deeper? (No roll, but leaves potential loot behind.)
What does Andrei do next?
You said:
1ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's FINESSE is +0) to determine how well he moves toward the noise without being detected.
- 10+: He moves silently and gains a clear view of whatever is making the sound before it notices him.
- 7-9: He gets closer, but risks being seen or heard.
- 6 or lower: He makes noise or steps into danger unknowingly.
Roll 2d6, and let me know the result!
You said:
9ChatGPT said:
Advancing Toward the Noise: 9 (Mixed Success)
Andrei moves carefully, keeping his steps light as he and Stray creep deeper into the factory, following the mechanical clanking and distant whirring noise.
The flickering security lights overhead create eerie pools of light, casting long, jagged shadows across the rusted machinery and half-collapsed walkways. The air smells of oil, decay, and something metallic—almost like burnt wiring.
As they round a corner, Andrei finally sees the source of the sound.
What He Sees:
✔ A tall, humanoid-shaped machine—a security automaton with an industrial build and reinforced plating.
✔ Glowing red optics scan the factory floor, its head swiveling slowly as it moves on heavy, mechanical legs.
✔ A mounted weapon—something boxy and modular, possibly a short-range turret or stun weapon.
It hasn’t noticed them yet—but they’re dangerously close. One wrong move, and it could turn toward them in an instant.
What They Don’t Know:
- How advanced its sensors are. (Can it detect heat? Sound? Motion?)
- If it’s the only one. (There could be more security in the factory.)
- What its weapon does. (Is it lethal, or just a deterrent?)
Stray leans in close, whispering. "That thing looks armored. Not sure I wanna test my shotgun on it. What’s the move?"
Next Move?
- Try to Sneak Past It – Move carefully, using cover and shadows to avoid detection. (Roll FINESSE to remain unseen.)
- Set an Ambush & Attack First – Try to hit it hard before it can react. (Roll MUSCLE or use ranged weapons—risk of alerting more security.)
- Observe & Wait – See if it follows a pattern or moves away before making a decision. (Roll MIND to analyze its behavior.)
- Retreat & Find Another Path – Avoid this confrontation entirely, looking for another route. (Roll FINESSE to reposition.)
What does Andrei do next?
You said:
3
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's MIND is +0) to determine how well he analyzes the security automaton’s behavior and movement pattern.
- 10+: He figures out its patrol route, blind spots, or weaknesses, giving a clear advantage.
- 7-9: He notices some patterns, but not everything is clear—there’s still risk involved.
- 6 or lower: He fails to recognize anything useful—or worse, misinterprets its behavior.
Roll 2d6, and let me know the result!
You said:
ChatGPT said:
Analyzing the Security Automaton: 10 (Success!)
Andrei narrows his eyes, studying the security automaton’s movements, scanning patterns, and behavior. Staying perfectly still, he watches as the machine patrols the area, its red optics glowing softly in the flickering security lights.
What He Learns:
✔ Patterned Patrol Route – The automaton follows a set path, looping around a central section of the factory every 45-60 seconds before resetting.
✔ Blind Spot on Its Flanks – It doesn’t rotate its torso independently—meaning if someone stays behind it, they might be able to move undetected.
✔ Sensing Capabilities –
- It reacts strongly to movement but doesn’t seem to register heat (likely motion-based detection, like the drone).
- It doesn’t react to faint noises—Stray shifts her stance slightly, and the automaton doesn’t flinch. It’s not sound-sensitive unless it’s loud.
✔ Weapon System –
- The mounted weapon is boxy and slow to adjust, meaning it’s not built for rapid fire.
- It’s likely not an energy weapon—more like a short-range turret, possibly using rubber bullets or small-caliber rounds.
Stray watches as Andrei processes everything. She mutters, “So, you think we can move past it?”
Andrei now has valuable intel, giving them options.
Next Move?
- Sneak Past Using Its Blind Spot – Move slowly and stay behind it, avoiding detection. (Roll FINESSE, but now with advantage due to the intel.)
- Time the Patrol & Move When It Turns – Use timing rather than positioning to slip past when it resets. (Roll FINESSE, but less risk if failed.)
- Go for a Silent Takedown – Stay behind it and try to disable it quietly before it notices. (Roll MUSCLE for a precise strike.)
- Find Another Route – Avoid the automaton entirely, looking for another way through the factory. (Roll FINESSE to navigate unseen.)
What does Andrei do next?
You said:
1
ChatGPT said:
You'll need to roll 2d6 twice, taking the higher result (since Andrei has advantage from analyzing the automaton's blind spots).
- 10+: Andrei and Stray move past the automaton undetected, reaching a safer position.
- 7-9: They sneak past, but there’s a close call—something shifts, and the automaton might notice something is off.
- 6 or lower: One of them makes a mistake, and the automaton detects movement, triggering an alert.
Roll 2d6 twice, and let me know the higher result!
You said:
9
ChatGPT said:
Sneaking Past the Automaton: 9 (Mixed Success)
Andrei signals to Stray, keeping low and slow, moving in perfect sync with the security automaton’s blind spot. They stay just outside its line of sight, stepping carefully between patches of debris and rusted equipment.
The machine continues its programmed patrol, unaware of their presence.
However, There’s a Close Call...
✔ Andrei moves silently, keeping himself hidden.
✔ Stray follows just as carefully—but as she shifts, her shotgun sling scrapes against a metal crate.
The automaton’s head twitches slightly, its red optics flickering in their direction.
For a tense few seconds, it pauses, as if scanning for movement. Andrei and Stray freeze completely, not even daring to breathe.
After a moment, the automaton resumes its patrol, seemingly dismissing the noise.
Stray exhales slowly. "That was too damn close."
They Have Successfully Moved Past the Automaton!
Andrei and Stray now reach a new section of the factory, further inside. The security lights grow brighter here, casting an eerie orange glow over the abandoned machinery.
Ahead, they see:
- A row of old supply crates—possibly containing salvageable loot.
- A reinforced security door—still powered, with a terminal next to it.
- Another passage leading deeper into the ruins, where a faint blue glow pulses from further inside.
Next Move?
- Check the Supply Crates – See if there’s useful loot before moving deeper. (Roll MIND to scavenge.)
- Investigate the Security Door & Terminal – Try to access the system and see what’s locked behind it. (Roll MIND to attempt hacking/analysis.)
- Follow the Blue Glow – Move deeper into the factory, toward whatever is emitting the strange light. (No roll, but higher risk.)
- Hold Position & Listen – Make sure nothing else is nearby before making a move. (Roll MIND to detect possible threats.)
What does Andrei do next?
You said: 4
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's MIND is +0) to determine if he hears or senses anything nearby before proceeding.
- 10+: He detects something important—a threat, hidden danger, or clue before it becomes a problem.
- 7-9: He notices faint movement or sounds, but it’s unclear what it means.
- 6 or lower: Silence… but that doesn’t mean nothing’s there.
Roll 2d6, and let me know the result!
You said: 8
ChatGPT said:
Listening for Danger: 8 (Mixed Success)
Andrei and Stray pause, keeping their backs against the cold metal walls of the factory. The only sounds are the faint hum of old security systems, the occasional drip of condensation, and the low buzz of malfunctioning lights.
Then, he hears it.
✔ A distant metallic shifting noise—further inside the factory, not immediate, but present.
✔ It doesn’t sound like the automaton they just avoided—this is something different.
✔ A faint mechanical beep, similar to the drone they destroyed earlier, but… lower in pitch, slower, more deliberate.
What He Doesn’t Know:
- If it’s another security unit, a different kind of drone, or something worse.
- How close it actually is.
- If it already knows they’re here.
Stray glances at Andrei. “We’re not alone in here, Ghost.” She checks her shotgun’s chamber, then flicks her gaze toward the crates, the terminal, and the blue glow. “If we’re making a move, let’s do it fast.”
Next Move?
Now that they know something else is inside, Andrei has options:
- Check the Supply Crates Quickly – Could have useful gear, but risks taking too long. (Roll MIND to scavenge.)
- Investigate the Security Door & Terminal – Maybe the system has info on what’s inside. (Roll MIND to hack/assess.)
- Follow the Blue Glow – Move toward whatever is deeper in the factory. (No roll, but higher risk.)
- Prepare an Ambush – If something is coming, they could get the drop on it before it finds them. (Roll FINESSE or MUSCLE to set up a trap/position.)
What does Andrei do next?
You said: 1
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's MIND is +0) to determine what he finds in the supply crates.
- 10+: Jackpot! Andrei finds valuable gear or something unexpectedly useful.
- 7-9: He finds something useful, but it’s not a major score.
- 6 or lower: The crates are mostly empty, or it takes too long, increasing risk.
Roll 2d6, and let me know the result!
You said: 8
ChatGPT said:
Scavenging the Supply Crates: 8 (Decent Find)
Andrei moves quickly, prying open the nearest supply crate with his crowbar. The wooden slats splinter under the pressure, revealing old but usable gear inside.
What He Finds:
✔ 2 units of Scrap – Useful for repairs, crafting, or trade.
✔ 1 Bandage – Helps treat wounds after combat.
✔ A Rusted Handgun (9mm, d6 damage, 3 rounds in the mag, Poor Condition - Rolls with Disadvantage Until Repaired)
Stray grabs one of the scrap pieces and smirks. “Not bad, Ghost. But we should keep moving before whatever’s in here decides to say hello.”
Next Move?
With something else moving deeper inside, time is running short. Andrei can:
- Investigate the Security Door & Terminal – Maybe the system has info on what’s inside or controls other security features. (Roll MIND to hack/assess.)
- Follow the Blue Glow – Move toward whatever is deeper in the factory—potentially a Remnant or experimental tech. (No roll, but higher risk.)
- Set an Ambush – Prepare for whatever might be coming, using cover or positioning for a tactical advantage. (Roll FINESSE or MUSCLE.)
- Quietly Exit the Factory – Andrei has found some gear, but is it worth pushing further? (Roll FINESSE to escape unnoticed.)
What’s the plan?
You said: 3
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's FINESSE is +0) to determine how well he sets up an ambush before whatever is inside the factory gets closer.
- 10+: Andrei and Stray get into a perfect ambush position, giving them a major advantage when the enemy arrives.
- 7-9: They set up a decent ambush, but there’s a complication—maybe the enemy is more dangerous than expected, or not alone.
- 6 or lower: The ambush fails, either because the enemy notices them first or they picked the wrong spot.
Roll 2d6, and let me know the result!
You said: 12
ChatGPT said:
Perfect Ambush: 12 (Critical Success!)
Andrei and Stray move with precision, using the factory’s shadows, debris, and rusted equipment to their advantage. They find an elevated position behind an old conveyor belt, giving them clear visibility of the path leading toward them while keeping themselves out of sight.
Andrei grips his crowbar, ready for close-quarters combat. Stray steadies her sawed-off shotgun, her breath controlled and quiet.
Then, they see it.
What Walks Into the Kill Zone?
✔ A different type of drone—larger than the one Andrei smashed earlier, but smaller than the security automaton.
✔ It’s spider-like, moving on four segmented legs, its head-mounted turret scanning the area with a pulsing red light.
✔ It’s actively searching for something—possibly responding to the earlier noise from the drone Andrei destroyed.
The machine stops just outside their position, its optics sweeping the room.
It hasn’t seen them.
This is their best chance to strike first—with a clear, open shot and surprise on their side.
Next Move?
- Andrei Attacks First – He can use his crowbar or the rusted handgun (with disadvantage) for a surprise hit. (Roll MUSCLE for melee or FINESSE for ranged.)
- Stray Opens Fire – Let Stray blast it with her shotgun, dealing heavy damage at the risk of making noise. (No roll needed, but noise could attract more attention.)
- Wait & Observe – Instead of striking immediately, see if it moves further in or reveals more information. (Roll MIND to gather intel.)
- Try to Disable It Without Violence – Maybe Andrei can sabotage it silently by yanking its wiring before it reacts. (Roll MUSCLE or MIND.)
What’s Andrei’s move?
You said: 2
ChatGPT said:
You'll need to roll 2d6 + 1 (since Stray is experienced with combat and likely has +1 MUSCLE) to determine how well she lands her shotgun blast on the spider drone.
- 10+: Direct hit! The drone takes massive damage or is outright destroyed.
- 7-9: She hits it, but not enough to finish it off—it might retaliate.
- 6 or lower: The shot goes wide, or the drone reacts fast enough to avoid serious damage.
Roll 2d6 + 1, and let me know the result!
You said: 11
ChatGPT said:
Stray’s Shotgun Blast: 11 (Devastating Hit!)
BOOM!
Stray pulls the trigger, and the sawed-off shotgun erupts with a deafening blast. The spider drone has no time to react—the scatter shot rips through its casing, shattering its optics and tearing apart its mechanical legs.
The machine jerks violently, sparks flying from its exposed wiring before collapsing in a twitching heap of metal.
✔ The drone is completely destroyed!
✔ It never had a chance to fight back.
✔ No immediate alarm sounds.
Stray smirks, pumping the shotgun.
“That’s how it’s done, Ghost.” She nudges the wreckage with her boot, checking for any remaining movement. “Damn thing didn’t even get a shot off.”
However... The Shotgun Blast Was Loud.
Even though no immediate alarm sounds, the echo of gunfire rings through the factory, bouncing off the rusted walls and machinery.
Andrei and Stray don’t know if anything—or anyone—heard it.
Next Move?
- Loot the Destroyed Drone – See if it has salvageable parts or valuable components. (Roll MIND to scavenge.)
- Move Fast Toward the Blue Glow – Get deeper into the factory before anything responds to the noise. (No roll, but increases risk.)
- Check the Security Terminal – Maybe it has info on factory security or a way to shut down more threats. (Roll MIND to hack/assess.)
- Prepare for Incoming Trouble – If something heard the shot, they might want to hold position and ambush again. (Roll FINESSE to find cover.)
What does Andrei do next?
You said: 4
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's FINESSE is +0) to determine how well he finds cover and prepares for incoming trouble.
- 10+: Perfect positioning—Andrei and Stray have the best cover and visibility to ambush whatever comes next.
- 7-9: They find decent cover, but there’s a flaw—maybe it’s not fully secure or limits their mobility.
- 6 or lower: They don’t find good cover in time, leaving them exposed if something shows up.
Roll 2d6, and let me know the result!
You said: 9
ChatGPT said:
Preparing for Incoming Trouble: 9 (Mixed Success)
Andrei and Stray move quickly, positioning themselves behind a stack of rusted metal crates near an old conveyor belt. The spot provides solid cover while keeping a clear view of the factory floor.
✔ They are hidden.
✔ They have a good angle on the approach.
✔ If something enters, they will spot it first.
However…
- The crates aren’t completely stable—a hard movement or impact could cause a loud crash.
- The conveyor belt behind them is powered—if it activates, it could expose their position.
What Happens Next?
✔ They hear movement. The faint clanking of metal feet echoes from deeper inside the factory.
✔ A shadow shifts near the security terminal. Something—or someone—is approaching.
✔ A low, mechanical voice emits a garbled phrase:
“…unidentified… presence… security protocol… engaged…”
Next Move?
- Stay Hidden & Observe – See exactly what’s coming before acting. (Roll MIND to gather intel.)
- Open Fire First – If it’s another enemy, attack before it can react. (Roll MUSCLE or FINESSE, depending on attack type.)
- Try to Stealth Away – Quietly move to a better position before it spots them. (Roll FINESSE to relocate.)
- Attempt to Interact – Maybe it’s not hostile yet—Andrei could try to talk to it or see if it reacts. (Roll PRESENCE to communicate.)
What does Andrei do next?
You said: 2
ChatGPT said:
You'll need to roll 2d6 + 1 (since Stray has an assumed +1 MUSCLE bonus) to determine how well she lands her shotgun blast on the incoming threat.
- 10+: Direct hit! The enemy takes severe damage or is destroyed outright.
- 7-9: She hits it, but not enough to finish it off—it might retaliate.
- 6 or lower: The shot goes wide, or the target reacts quickly enough to avoid serious damage.
Roll 2d6 + 1, and let me know the result!
You said: 4
ChatGPT said:
Stray’s Shotgun Blast: 4 (Failure!)
BOOM!
Stray fires her sawed-off shotgun, but the shot goes wide, scattering pellets across the factory wall instead of hitting the target. The blast echoes through the metal corridors, a deafening signal to anything nearby.
Andrei sees the figure in the shadows jolt to attention—and now, it’s moving toward them.
What’s Coming?
✔ It’s humanoid, but mechanical. A security android, built with a reinforced industrial frame and cold, glowing blue optics.
✔ It’s fast. The moment the shotgun blast misses, it breaks into a sprint, closing the distance rapidly.
✔ Its arms unfold into built-in weapons. A short-barreled turret extends from its forearm, clicking into place.
A robotic voice echoes through the factory:
"INTRUDERS DETECTED. ENGAGING."
Immediate Danger: Combat Begins!
✔ Andrei still has time to act before it fires!
Next Move?
- Andrei Attacks with Melee (Crowbar) – Try to smash the android before it can shoot. (Roll MUSCLE for close-quarters combat.)
- Andrei Fires His Rusted Handgun – A riskier move, since the gun is in poor condition and rolls with disadvantage. (Roll FINESSE with disadvantage.)
- Dodge & Take Cover – Get out of its line of fire before it shoots! (Roll FINESSE to avoid.)
- Try to Disable It – Instead of damaging it, Andrei could attempt to jam its systems or knock it off balance. (Roll MIND or MUSCLE.)
What does Andrei do next?
You said: 11ChatGPT said:
Andrei’s Crowbar Strike: 11 (Brutal Hit!)
As the security android charges forward, its arm-mounted turret whirring to life, Andrei doesn’t hesitate. He lunges forward, gripping his crowbar tight, and swings with everything he’s got.
CRACK!
The impact is devastating—the crowbar smashes directly into the android’s head, sending sparks and fractured plating flying. The machine stumbles, its optics flickering wildly as it tries to recalibrate from the blow.
Results of the Attack:
✔ The android is heavily damaged!
✔ Its targeting system is disrupted—its next attack will be less accurate.
✔ It’s struggling to stay upright.
However, it’s still functional. The machine jerks violently, adjusting its turret to fire a rapid burst in retaliation.
Stray shouts—“MOVE!”
Next Move?
- Finish It with Another Melee Strike – Andrei has it staggered, so one more solid hit could take it down. (Roll MUSCLE for another attack.)
- Dodge the Incoming Shot – Try to avoid its counterattack and reposition. (Roll FINESSE to dodge.)
- Stray Fires Again – Let Stray take the next shot while Andrei gets out of the way. (No roll, but shotgun fire is loud.)
- Try to Disable It Manually – Instead of breaking it, Andrei could wrench out an important component, shutting it down. (Roll MIND or MUSCLE.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 1 (since Stray has an assumed +1 MUSCLE bonus) to determine how well she lands her second shotgun blast on the damaged android.
- 10+: Direct hit! The android is completely destroyed.
- 7-9: She damages it further, but it still functions, possibly getting off a shot.
- 6 or lower: The shot misses, or the android withstands the blast.
Roll 2d6 + 1, and let me know the result!
You said:
ChatGPT said:
Stray’s Shotgun Blast: 9 (Solid Hit, But Not a Kill!)
BOOM!
Stray fires again, this time aiming low, trying to take out the android’s legs. The blast rips through its lower frame, tearing off one of its mechanical limbs, sending it crashing to one knee.
✔ The android is now crippled, its movement severely limited.
✔ Its aiming system is further disrupted—its next attack will be wildly inaccurate.
✔ Sparks and mechanical fluids pour from its damaged frame.
But… it’s still fighting.
The android jerks violently, its turret arm spasming before firing a desperate burst in their direction!
Incoming Attack: Wild Shot!
The android’s damaged targeting system means its attack is much less accurate, but it still poses a threat.
Andrei must react!
Next Move?
- Dodge the Incoming Burst – Try to evade the wildly fired shots. (Roll FINESSE to avoid.)
- Rush and Finish It Off with the Crowbar – Charge in and deliver the killing blow before it can fire again. (Roll MUSCLE to attack.)
- Take Cover – Drop behind debris or machinery to avoid getting hit. (Roll FINESSE to find cover.)
- Try to Disable It Manually – Instead of destroying it, Andrei could attempt to rip out key wiring and shut it down. (Roll MIND or MUSCLE.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 1 (since Andrei is using his MUSCLE to finish off the crippled android with his crowbar).
- 10+: Devastating hit! The android is completely destroyed, no further resistance.
- 7-9: Andrei lands a solid blow, but the android fires off one last desperate shot before shutting down.
- 6 or lower: Something goes wrong—maybe the android counters or Andrei misses a vital strike.
Roll 2d6 + 1, and let me know the result!
You said:
ChatGPT said:
Final Crowbar Strike: 6 (Failure!)
Andrei charges forward, gripping his crowbar tightly, ready to deliver the final blow. As he swings down, the damaged android twitches violently, its targeting system firing off a desperate burst just as Andrei strikes!
CRACK!
The crowbar connects, but it’s not a clean hit. The blow dents the machine’s outer casing, but doesn’t fully destroy it. At the same time, a wild shot from the android clips Andrei’s side!
Results of the Failed Attack:
✖ The android is still active, though barely holding together.
✖ Andrei takes a hit—suffering 2 HP damage from a stray round.
✔ The android is severely weakened, sparking and malfunctioning—it might not last much longer.
Stray curses. “Ghost, watch it! Damn thing’s still kicking!” She’s ready to fire again, but Andrei still has time to act first.
Next Move?
- Attack Again (Crowbar, No Hesitation) – Try one more strike to finish the job before it can react. (Roll MUSCLE to attack.)
- Let Stray Finish It Off – Stray takes another shotgun blast, but firing again risks drawing more attention. (No roll, but noisy.)
- Retreat to Cover – The android is breaking down—Andrei could back off and let it shut down on its own. (Roll FINESSE to escape.)
- Disable It Manually – Instead of destroying it, Andrei could attempt to rip out key wiring to force a shutdown. (Roll MIND or MUSCLE.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 1 (since Andrei is using his MUSCLE to land the finishing blow with his crowbar).
- 10+: Crushing hit! The android is completely destroyed, no further resistance.
- 7-9: Andrei destroys it, but not before it malfunctions violently (possible explosion, alarm, or damage).
- 6 or lower: Something goes wrong—the android counters or resists the final blow.
Roll 2d6 + 1, and let me know the result!
You said:
ChatGPT said:
Final Blow: 9 (Success, But With a Cost!)
Andrei grits his teeth, ignoring the burning pain in his side from the gunshot. With one last surge of strength, he raises the crowbar high and brings it crashing down on the android’s head casing.
CRUNCH!
The blow smashes through metal plating, cracking circuits and sending a shower of sparks flying. The android jerks violently, its optical sensor flickering erratically as it tries to process its own destruction.
Then—it collapses, lifeless.
However, There’s a Problem...
✔ The android is destroyed—no further resistance.
✖ As it dies, its damaged systems send out a final malfunctioning pulse.
✖ A loud, distorted alert chimes through the factory speakers:
"SECURITY BREACH DETECTED. ALL UNITS ALERT."
The sound echoes through the empty halls of the factory. Then…
Silence.
Stray exhales sharply. “Damn it, Ghost… That’s gonna bring company.” She reloads her shotgun, glancing toward the depths of the factory.
What They Don’t Know:
- Did that alert activate more security units?
- Is something worse now aware of them?
- How much time do they have before something shows up?
They can’t stay here long.
Next Move?
- Loot the Android Quickly – See if it has valuable parts before running. (Roll MIND to scavenge fast.)
- Run Toward the Blue Glow – Whatever is deeper in the factory might be their best shot at something valuable before escaping. (No roll, but higher risk.)
- Retreat Now – Leave before reinforcements arrive. (Roll FINESSE to escape without being followed.)
- Find a Place to Hide & Wait – Maybe they can avoid detection and see what responds to the alert. (Roll FINESSE to hide.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's MIND is +0) to determine how well he scavenges the destroyed android before reinforcements arrive.
- 10+: Great find! Andrei recovers valuable tech or weapons from the android.
- 7-9: He finds something useful, but time is running out—they need to move immediately.
- 6 or lower: He takes too long or finds little of value, increasing the danger of getting caught.
Roll 2d6, and let me know the result!
You said:
ChatGPT said:
Scavenging the Android: 5 (Failure!)
Andrei kneels beside the wrecked android, prying open its damaged casing, searching for anything useful or valuable. Sparks jump from severed wires, the scent of burnt circuits thick in the air.
But time is against him.
Stray hisses: “Ghost, forget it! We need to move!”
✔ Andrei finds nothing useful—the android’s systems are too damaged to salvage.
✖ The security alert countdown is ticking.
A faint mechanical whirring echoes through the halls. Something is coming.
Next Move?
- Run Toward the Blue Glow – Whatever is deeper inside might be their only shot at a real prize. (No roll, but high risk.)
- Retreat Now – They’ve pushed their luck—time to escape before they get overwhelmed. (Roll FINESSE to escape unnoticed.)
- Find a Place to Hide – Avoid the approaching security forces and see what happens. (Roll FINESSE to stay hidden.)
- Set an Ambush – Instead of running, prepare to take out whatever is responding to the alert. (Roll MUSCLE or FINESSE to set up an attack.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's FINESSE is +0) to determine how well he sets up an ambush before the reinforcements arrive.
- 10+: Perfect setup! Andrei and Stray gain a huge tactical advantage when the enemy arrives.
- 7-9: They find a good position, but there’s a flaw—maybe they’re spotted early, or the enemy is tougher than expected.
- 6 or lower: The ambush fails, or the enemy detects them before they can strike.
Roll 2d6, and let me know the result!
You said:
ChatGPT said:
Ambush Setup: 7 (Mixed Success)
Andrei and Stray move quickly, positioning themselves behind a series of rusted crates and abandoned machinery, setting up a kill zone aimed at the entrance where the reinforcements are expected.
✔ They are hidden.
✔ They have a good angle for an attack.
✖ The factory floor is unstable—the debris around them could shift if they move too aggressively.
✖ They hear multiple footsteps approaching—there’s more than one enemy.
Stray tightens her grip on her shotgun. “You sure about this, Ghost?” she whispers.
Then, the reinforcements arrive.
What’s Entering the Ambush?
✔ Two humanoid security androids, similar to the last one—reinforced plating, mounted weapon systems, and glowing optics scanning for intruders.
✔ A floating drone, its optics sweeping the room with a pulsing red sensor—likely a detection or scanning unit.
✔ They haven’t spotted Andrei and Stray yet, but the drone is scanning the area—it might reveal their position soon.
This is their best chance to strike first.
Next Move?
- Take the First Shot – Andrei or Stray can attack now, catching them off guard. (Roll MUSCLE or FINESSE, depending on attack type.)
- Wait & See What They Do – Maybe they’ll split up, giving a better opening. (Roll MIND to observe.)
- Try to Disable the Drone First – If the drone spots them, the element of surprise is lost. (Roll MUSCLE or MIND to take it out before it scans them.)
- Retreat Before They Notice – If they don’t want to risk a fight, they could try to escape before detection. (Roll FINESSE to sneak away.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's MIND is +0) to determine how well he observes the enemy movement before taking action.
- 10+: He notices a major tactical advantage—maybe they split up, reveal a weak point, or show signs of a hidden objective.
- 7-9: He picks up useful details, but not everything is clear—there’s still some risk.
- 6 or lower: He doesn’t notice anything helpful, or wastes too much time and risks being detected.
Roll 2d6, and let me know the result!
You said:
ChatGPT said:
Observing the Enemy: 7 (Mixed Success)
Andrei remains perfectly still, watching the security forces enter the area, their glowing optics scanning the room.
What He Notices:
✔ The two humanoid androids move in a patrol pattern—one sweeping left, the other right, covering different angles. This means they will briefly split apart, creating a small window to engage one without immediately alerting the other.
✔ The floating drone is the most immediate threat—it hovers in the center, sweeping the room with a pulsing red detection beam. If it spots movement or heat signatures, it will immediately alert the others.
What He Doesn't Know:
✖ If the drone can detect them behind cover. It’s unclear whether it’s looking for motion, heat, or audio signatures.
✖ How fast the androids can respond if a fight breaks out. They appear to have heavily reinforced plating, making them harder to take down.
Stray whispers, “They’re separating, but that damn drone’s a problem. Call it, Ghost. We hitting first, or waiting?”
Next Move?
- Attack the Drone First – If they destroy it before it scans them, they keep the element of surprise. (Roll MUSCLE or FINESSE for a precision attack.)
- Take Out the Isolated Android – Strike when one android separates, minimizing immediate resistance. (Roll MUSCLE for melee or FINESSE for ranged.)
- Try to Remain Hidden Longer – Maybe the patrol will move away, giving them a better shot at avoiding a fight altogether. (Roll FINESSE to stay concealed.)
- Retreat Before They Notice – If the situation seems too risky, they can try to escape undetected. (Roll FINESSE to sneak away.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's FINESSE is +0) to determine how well he sneaks away before the security forces detect him.
- 10+: Flawless escape—Andrei and Stray slip away unseen, avoiding conflict entirely.
- 7-9: They manage to get away, but it’s close—maybe something hears them or they leave traces behind.
- 6 or lower: They make noise or get spotted, leading to a chase or confrontation.
Roll 2d6, and let me know the result!
You said:
ChatGPT said:
Escape Before Detection: 8 (Mixed Success)
Andrei signals Stray with a quick hand gesture, and the two move carefully, staying low and silent as they slip deeper into the factory to avoid the approaching security forces.
✔ They successfully evade immediate detection.
✔ The security units do not raise an alarm.
However…
✖ One of the crates near their hiding spot shifts slightly, leaving behind a scrape mark on the floor.
✖ The floating drone pauses near their last position, scanning the area longer than expected.
They haven’t been found yet, but the security team is now suspicious—they might stay in the area longer or expand their patrols.
Where They End Up:
Andrei and Stray move toward a new section of the factory, further away from the security patrol. They now find themselves in:
✔ A dimly lit hallway, lined with old control panels and malfunctioning monitors flickering with unreadable data.
✔ A large reinforced vault door—possibly leading to a high-security area or valuable loot.
✔ A partially collapsed passageway, where the blue glow from earlier is now more visible—something strange and unnatural pulses deeper inside.
Stray catches her breath. "Alright, we're clear… for now. You still wanna check out that glow, or you thinking about that vault?"
Next Move?
- Investigate the Vault Door – Could hold valuable equipment, but might be locked or guarded. (Roll MIND to assess or hack.)
- Move Toward the Blue Glow – That otherworldly light might be something truly rare or powerful. (No roll, but unknown risks.)
- Look for Another Way Out – Now that they’ve pushed deep into the factory, maybe it’s time to find an exit before things escalate further. (Roll FINESSE to navigate unseen.)
- Stop & Listen for Pursuers – Make sure the security forces aren’t following before making another move. (Roll MIND to detect threats.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since there’s no modifier) to determine what Andrei and Stray encounter as they approach the mysterious blue glow.
- 10+: A major discovery—something valuable, powerful, or a rare Remnant.
- 7-9: They find something interesting, but it comes with danger or uncertainty.
- 6 or lower: The glow is connected to a serious threat, and they walk into danger.
Roll 2d6, and let me know the result!
You said:
ChatGPT said:
Approaching the Blue Glow: 8 (Mixed Success)
Andrei and Stray move carefully, stepping over cracked concrete and fallen debris as the pulsing blue light grows stronger. The air changes—cooler, almost electric, with a faint humming resonance that seems to vibrate in their bones.
As they reach a collapsed section of the factory, they see it:
What They Find
✔ A floating Remnant, about the size of a grapefruit, pulsing with soft blue light. It hovers a few inches off the ground, shifting slightly with each pulse.
✔ The air around it feels strange, like gravity is slightly off, and small metal fragments float weightlessly nearby.
✔ A broken containment unit nearby—whatever this thing is, it was once secured here, but something damaged the facility, freeing it.
✔ A faint, glowing symbol embedded in the wall behind it—unfamiliar markings, possibly related to the Remnant's function.
What They Don’t Know
✖ What the Remnant does—without testing it, they have no idea if it’s safe or dangerous.
✖ Why it was contained—was it secured for study, or because it was too dangerous to leave unchecked?
✖ If taking it will trigger something—could this affect the factory’s systems, or even draw more security?
Stray watches it carefully, gripping her shotgun. "I've seen some weird stuff out here, but that?" She shakes her head. "No idea what it does, Ghost. You wanna risk it?"
Next Move?
- Attempt to Interact with the Remnant – See if Andrei can activate or study it without triggering anything dangerous. (Roll MIND to analyze.)
- Take the Remnant Immediately – No hesitation—grab it and hope for the best. (No roll, but unknown consequences.)
- Leave It Alone – Maybe it’s too risky—they could mark the location and come back later. (No roll, but they might lose the chance if they leave.)
- Look for Clues in the Containment Unit – Maybe there’s a log, security files, or something explaining what this is. (Roll MIND to investigate.)
What does Andrei do next?
You said:
ChatGPT said:
Taking the Remnant Immediately
Andrei doesn’t hesitate. The blue-glowing Remnant pulses softly, floating just inches off the ground. Whatever it is, it was contained here for a reason—and now it’s free.
With a deep breath, he reaches out and grabs it.
The moment his fingers close around it...
Something Happens.
✔ The factory trembles slightly, a faint resonance pulsing outward from the Remnant.
✔ The weightlessness intensifies for a split second—Stray floats an inch off the ground before suddenly dropping back down.
✔ Andrei’s vision blurs—for just a moment, he sees two overlapping realities at once: the ruined factory and… something else.
✔ The Remnant is now in his possession.
New Item Acquired: Unstable Gravity Core (Remnant)
- Effect: ??? (Unknown—must be tested to determine its power.)
- Activation Method: ??? (Some Remnants require physical contact, others a trigger or specific condition.)
Stray stares at Andrei. “What the hell just happened?”
What They Don’t Know:
✖ If the security forces noticed the disturbance.
✖ What this Remnant actually does—it could be powerful, dangerous, or unpredictable.
✖ If this place has more of them.
Stray sighs. “Well, you wanted something valuable? Looks like you got it. Question is—how do we get out of here?”
Next Move?
- Try to Activate the Remnant – See what it does right now, while still in the factory. (Roll MIND to experiment.)
- Escape the Factory Now – No point sticking around—time to get out before more trouble arrives. (Roll FINESSE to escape unseen.)
- Check the Containment Unit for More Clues – Maybe there’s data or a warning about what they just took. (Roll MIND to investigate.)
- Find a Hiding Spot & Observe – Stay and see if anything reacts to what just happened before deciding the next move. (Roll FINESSE to remain hidden.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's MIND is +0) to determine what he uncovers about the containment unit and the Remnant.
- 10+: He finds detailed information—logs, warnings, or a direct explanation of the Remnant’s purpose.
- 7-9: He gets partial information, but some key details remain unknown or unclear.
- 6 or lower: The unit is too damaged, or he finds nothing helpful.
Roll 2d6, and let me know the result!
You said:
ChatGPT said:
Investigating the Containment Unit: 9 (Partial Information)
Andrei kneels beside the damaged containment unit, running his fingers over the fractured metal plating and exposed wiring. The blue glow still lingers faintly inside, fading now that the Remnant has been removed.
Inside the cracked console, a blinking display screen flickers, running on failing backup power. Andrei taps a few keys, bringing up fragmented logs and corrupted data files.
What He Learns:
✔ The Remnant was designated as "GRAV-3, Experimental Stability Core."
✔ It was designed to manipulate localized gravitational fields, possibly as a power source or weapon.
✔ The unit was part of a classified research project—Facility NLO-12.
✔ A system log warns: "Unstable response detected. Initiating emergency lockdown. Containment integrity compromised."
What He Doesn’t Know:
✖ Why the facility was abandoned.
✖ How unstable the Remnant actually is.
✖ Whether Facility NLO-12 still exists, and if it holds more experimental technology.
Stray leans in, reading over his shoulder. "Gravity core? Well, that explains the floating metal. Doesn't explain why they locked it up." She eyes the Remnant in Andrei’s hand. "You planning on testing that thing here, or are we getting out first?"
Next Move?
- Attempt to Activate the Remnant Now – See what it does immediately, right here in the factory. (Roll MIND to test its effect.)
- Escape the Factory Immediately – They’ve got the Remnant—time to leave before more security arrives. (Roll FINESSE to escape unseen.)
- Search for More Clues in the Factory – Maybe there’s more data on Facility NLO-12 and other Remnants. (Roll MIND to investigate further.)
- Find a Secure Hiding Spot & Observe – Stay put for a while to see if anything reacts to them taking the Remnant. (Roll FINESSE to remain hidden.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's FINESSE is +0) to determine how well he hides and observes any reactions to taking the Remnant.
- 10+: He finds a perfect hiding spot, gaining clear insight into any incoming threats or factory activity.
- 7-9: He stays hidden, but something unusual happens, and he doesn’t fully understand it.
- 6 or lower: He doesn’t remain hidden well enough, and something may notice him.
Roll 2d6, and let me know the result!
You said:
ChatGPT said:
Hiding & Observing: 7 (Mixed Success)
Andrei and Stray move carefully, slipping behind a half-collapsed metal structure near the containment unit. The low hum of the factory’s failing systems masks their movements as they settle into their hiding spot, eyes scanning the surroundings.
At first, nothing happens.
Then, they notice something unusual.
What They See:
✔ The blue glow lingers faintly where the Remnant was taken—but instead of fading completely, it flares briefly before stabilizing into a dim, pulsing pattern.
✔ A low vibration rumbles through the floor—not like an alarm, but like something shifting deeper within the facility.
✔ Distant mechanical sounds echo from further inside—a door unlocking, or a system rebooting.
Stray tenses. "Something just powered on. We need to move, Ghost."
What They Don’t Know:
✖ Is this a security measure, or was the Remnant connected to another system?
✖ Is something coming toward them, or did they just unlock a new area?
✖ Was this a response to them taking the Remnant, or something else entirely?
One thing is clear—this factory isn’t as dead as it seemed.
Next Move?
- Follow the Source of the Sound – Whatever powered on might be valuable or dangerous, but they might be able to get ahead of it. (No roll, but high risk.)
- Escape the Factory Now – They’ve got the Remnant—time to leave before whatever woke up finds them. (Roll FINESSE to escape unseen.)
- Find Higher Ground & Observe – Maybe they can see what’s happening from above before making a decision. (Roll FINESSE to climb to a vantage point.)
- Prepare for Incoming Threats – If something is coming, they could set up another ambush before moving. (Roll MUSCLE or FINESSE to position for combat.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's FINESSE is +0) to determine how well he escapes the factory without being detected.
- 10+: Flawless escape—they get out unseen and leave no trace.
- 7-9: They make it out, but something notices or tracks them.
- 6 or lower: They are spotted, leading to a chase or confrontation.
Roll 2d6, and let me know the result!
You said:
ChatGPT said:
Escape: 11 (Perfect Execution!)
Andrei and Stray move swiftly and silently, keeping to the shadows and broken cover as they navigate their way out of the factory. The dim, flickering lights barely illuminate their path, but they use the darkness to their advantage.
✔ They leave no trace behind.
✔ No alarms or security alerts trigger as they move.
✔ Whatever activated inside the factory doesn’t detect them.
As they slip through a rusted exit door, the heavy factory air gives way to the cold openness of Niv Lova once again.
They’re out.
What Now?
✔ Andrei now possesses the "Unstable Gravity Core" Remnant.
✔ They successfully avoided factory reinforcements.
✔ They have potential leads on "Facility NLO-12," which may hold more experimental tech.
Stray exhales, looking back at the dark silhouette of the factory. "Not bad, Ghost. You got your hands on something weird, and we made it out clean. Now the real question is—what the hell do we do with it?"
Next Move?
- Find a Safe Place to Rest & Recover – They need time to regroup, heal, and assess the Remnant before deciding their next move. (No roll needed.)
- Test the Remnant Now – See what the Unstable Gravity Core actually does. (Roll MIND to experiment.)
- Look for Someone to Sell It To – Maybe a trader, scientist, or black-market dealer would pay a fortune for it. (Roll PRESENCE to find a buyer.)
- Investigate "Facility NLO-12" – The containment logs mentioned this place—maybe it holds more like this. (Roll MIND to research or ask around.)
What does Andrei do next?
You said:
ChatGPT said:
Finding a Safe Place to Rest & Recover
With the factory behind them, Andrei and Stray move through the ruins of Niv Lova, keeping a low profile as they search for a place to lay low, tend to injuries, and plan their next move.
After about an hour of careful travel, they find:
✔ An abandoned storage shed, partially collapsed but hidden from view.
✔ Old bedding and scattered supplies—looks like someone used this place before, but it’s long deserted now.
✔ No immediate signs of danger, though caution is always necessary in Niv Lova.
Rest & Recovery
✔ Andrei can use bandages to recover HP (he lost 2 HP earlier).
✔ They now have time to inspect the Remnant more closely.
✔ They are hidden from threats, at least for now.
Stray drops her gear, stretches, and checks her shotgun. "We did good, Ghost. Could’ve gone worse." She eyes the Unstable Gravity Core, still pulsing faintly. "You thinking of testing that thing now, or are we playing it safe?"
Next Move?
- Heal & Rest for a While – Recover HP before doing anything else. (Use bandages to regain health.)
- Experiment with the Remnant – Now that they’re safe, see what it actually does. (Roll MIND to test it.)
- Plan Their Next Steps – Decide where to go next—sell the Remnant, find more leads, or go after Facility NLO-12. (No roll needed.)
- Check for Any Signs of Pursuit – Make sure no one is tracking them from the factory. (Roll MIND to detect threats.)
What does Andrei do next?
You said:
ChatGPT said:
Rest & Recovery
Andrei and Stray settle into the abandoned storage shed, making sure the door is secured and no immediate threats are nearby. The air inside is stale but dry, and the remnants of an old camp suggest someone used this place before—but not recently.
✔ Andrei uses a bandage to recover HP. (Healing 1 + VIG (2) HP → Back to full health!)
✔ They rest for a few hours, regaining energy.
✔ They remain undetected during this time.
XP Awarded!
✔ Andrei gains 1 XP for successfully surviving an intense session.
Total XP: 1 (He will need 1 more XP to reach Level 1 and gain a skill.)
Stray leans back against the wall, watching the Unstable Gravity Core pulse with a faint blue glow. "Alright, Ghost. We're still alive. So what's the plan?"
Next Move?
- Experiment with the Remnant – Now that they’re rested, test what the Unstable Gravity Core actually does. (Roll MIND to activate it.)
- Find a Buyer for the Remnant – Someone out there would pay a fortune for this. (Roll PRESENCE to locate an interested party.)
- Investigate "Facility NLO-12" – The factory logs mentioned this place—maybe it holds more experimental tech. (Roll MIND to research or ask around.)
- Scavenge for More Supplies – They have some gear, but maybe they can find better weapons, armor, or food before moving on. (Roll FINESSE to scavenge.)
What does Andrei do next?
You said:
ChatGPT said:
Experimenting with the Remnant: 9 (Mixed Success)
After resting and eating a cold meal, Andrei sits cross-legged on the floor, holding the Unstable Gravity Core in his hands. The blue glow pulses rhythmically, casting eerie shadows across the storage shed.
Stray leans forward, watching closely, her shotgun within reach. "Alright, Ghost. Let's see what this thing does."
What Happens When He Activates the Remnant?
✔ The air around Andrei distorts—a faint gravitational field shifts in a five-foot radius around him.
✔ Small objects float momentarily, hovering a few inches above the ground before dropping back down.
✔ Andrei feels lighter—almost as if gravity has weakened for him alone.
✔ The Core grows warm in his hands, and for a brief second, his body lifts off the ground involuntarily.
The Effect:
- "Unstable Gravity Core" Remnant Identified
- Activation Method: Physical Contact
- Effect (Weak Mode): Temporarily reduces gravity in a small area (5ft radius). Objects float briefly, and movement feels lighter.
- Unstable Reaction: On activation, roll 1d6—on a 1, gravity becomes erratic, affecting Andrei unpredictably.
What Andrei Doesn’t Know Yet:
✖ How strong the effect can get—there might be a way to amplify it.
✖ If it can be weaponized—what happens if gravity is manipulated near an enemy?
✖ If prolonged use has side effects—he doesn’t feel anything wrong… yet.
Stray whistles low, watching a spoon float lazily in the air before dropping back to the ground. "That's... different. You feel alright?"
Next Move?
- Test It Further – See if the Core’s power can be focused or enhanced beyond what it just did. (Roll MIND to experiment deeper.)
- Consider Selling It – Now that they know what it does, Andrei could look for a buyer willing to pay for gravitational tech. (Roll PRESENCE to locate someone.)
- Look Into Facility NLO-12 – If this thing came from a classified research site, maybe that facility holds more like it. (Roll MIND to research or ask around.)
- Scavenge for More Supplies – They now have a unique artifact, but maybe better weapons, armor, or food would be smart before heading anywhere. (Roll FINESSE to scavenge.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's FINESSE is +0) to determine how well he travels back to Limbus without drawing attention.
- 10+: Smooth return—he makes it back safely with no trouble.
- 7-9: He gets back, but something happens on the way—maybe a rumor spreads, someone notices them, or Stray questions him further.
- 6 or lower: Something goes wrong—an encounter, pursuit, or unexpected delay.
Roll 2d6, and let me know the result!
You said:
ChatGPT said:
Returning to Limbus: 8 (Mixed Success)
Andrei and Stray move cautiously through the ruins, heading back toward the relative safety of Limbus. The journey is uneventful at first—the air is still, the distant hum of old industrial zones the only sound.
But just as the settlement comes into view, Stray slows her pace.
“Ghost,” she mutters, adjusting the strap of her shotgun. “You trust me, don’t you?”
What This Means:
✔ They make it back to Limbus without physical danger.
✔ Stray notices Andrei’s hesitation.
✔ Their partnership might not be as solid as it seemed.
Stray’s Question
Stray keeps her expression neutral, but there’s a sharpness in her voice.
“I pulled my weight. Didn’t take more than I earned. But you wanna go off on your own and find a buyer?” She glances at the Unstable Gravity Core in Andrei’s pack. “That’s your right. Just don’t forget who had your back in there.”
She doesn’t sound angry—just watching. Studying his reaction.
How Does Andrei Respond?
- Reassure Her – Tell Stray he trusts her and will honor his word when he makes the sale. (Roll PRESENCE to solidify their partnership.)
- Deflect & Move On – Avoid the conversation, keeping things strictly business while looking for a buyer. (No roll needed.)
- Offer Her a Cut Now – Hand over some of the current supplies as good faith before the sale. (Roll PRESENCE or trade supplies.)
- Challenge Her Intentions – Call her out—is she testing him, or planning to make a move of her own? (Roll MIND to read her.)
What does Andrei do next?
You said:
ChatGPT said:
Reassurance Attempt: 6 (Failure)
Andrei tries to smooth things over, explaining his intent. He makes it clear that he isn’t cutting Stray out, that he values her help, and that he wants to continue working with her—offering to bring her along when finding a buyer.
But Stray isn’t convinced.
Her eyes narrow slightly, her grip on her shotgun relaxing, but not fully easing.
"Yeah?" she says, voice carefully neutral. "You say that now, but you still thought about ditching me."
She exhales sharply, shaking her head. "I get it, Ghost. You don’t know me. I don’t know you. Out here, trust is a risk."
She doesn’t look angry—but she isn’t entirely satisfied, either.
What This Means:
✔ Stray won’t abandon Andrei outright, but she’s wary.
✖ She doesn’t fully trust him anymore.
✖ If a better opportunity arises, she might take it.
✔ She’ll still come along to find a buyer, but she’s watching carefully.
Arriving in Limbus
By the time they step into the settlement, the sun is dipping low. The crowded alleys and makeshift market stalls bustle with scavengers, traders, and mercenaries.
Stray pulls her jacket tighter around her shoulders, giving Andrei a nod. "Alright. Let’s go find someone who wants your magic rock. But I’m keeping my cut close this time."
Next Move?
- Look for a Black Market Dealer – The underworld of Limbus trades in illegal tech and artifacts. They’ll pay well, but they may try to double-cross him. (Roll PRESENCE to negotiate.)
- Find a Scientist or Researcher – Someone in Limbus’ labs or a private collector might pay top dollar for an experimental Remnant. (Roll MIND to locate one.)
- Sell to the Highest Bidder – Walk into the market, let it be known a Remnant is for sale, and see who comes forward. (Roll FINESSE to manage the crowd.)
- Wait & Gather Intel First – Before selling, ask around about potential buyers, getting a feel for who’s trustworthy. (Roll MIND to investigate before committing.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 1 (since Stray has an assumed +1 MIND bonus) to determine if she knows a trustworthy contact for selling the Remnant.
- 10+: She knows a solid, discreet buyer—someone who pays well and doesn’t ask too many questions.
- 7-9: She has a lead, but there’s a catch—maybe the buyer is dangerous, unpredictable, or demanding.
- 6 or lower: She doesn’t have a solid contact, or the only option is risky.
Roll 2d6 + 1, and let me know the result!
You said:
ChatGPT said:
Stray’s Contact: 9 (A Lead, But With a Catch)
Stray crosses her arms, thinking for a moment as she scans the streets of Limbus. The market buzzes with traders, mercenaries, and scavengers, but Andrei can tell she’s running through a mental list of names.
Finally, she nods.
"I know a guy."
She glances at Andrei, voice lowering slightly.
✔ His Name is Varon Hesse – A private researcher, not directly tied to any faction.
✔ He specializes in Remnants – He studies anomalies and artifacts, always looking for new tech.
✔ He’s discreet – He doesn’t deal in public auctions or open trade.
The Catch:
✖ He’s selective – Hesse doesn’t buy just anything—he’ll want to study the Remnant first, meaning they may not be able to negotiate on the spot.
✖ He might want to keep it – If he sees potential in the Remnant, he could offer less than market value, or try to manipulate the deal.
✖ His lab is outside of Limbus – They’ll have to travel to meet him, meaning more risk before they get paid.
Stray looks at Andrei. “Hesse won’t screw us over in public. But we’ll have to go to him. You good with that?”
Next Move?
- Go See Varon Hesse Now – Travel to his lab outside of Limbus and start negotiations. (Roll FINESSE to travel safely.)
- Gather More Intel on Hesse First – Before committing, Andrei can ask around Limbus to see if anyone has concerns about him. (Roll MIND to investigate.)
- Look for an Alternative Buyer – Maybe Hesse isn’t the only option—they could try a black market dealer or a faction instead. (Roll PRESENCE to locate another buyer.)
- Hold Off & Plan – Take time to prepare, maybe get better weapons, allies, or leverage before making the trade. (No roll needed.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's FINESSE is +0) to determine how well he and Stray travel to Varon Hesse's lab without drawing attention.
- 10+: They travel smoothly, unseen, and arrive without trouble.
- 7-9: They make it, but something happens on the way—maybe someone takes notice, or they face a minor obstacle.
- 6 or lower: They encounter danger, a delay, or someone tries to interfere.
Roll 2d6, and let me know the result!
You said:
ChatGPT said:
Traveling to Varon Hesse’s Lab: 8 (Mixed Success)
Andrei and Stray leave Limbus quickly, heading out into the ruined outskirts where Varon Hesse’s lab is supposedly located. The journey is quiet at first, the distant hum of abandoned structures, shifting metal, and occasional wildlife the only sounds accompanying them.
They stick to side paths, avoiding major roads and open spaces, making sure no one sees them carrying the Remnant.
They almost make it without incident…
What Happens on the Way?
✔ They make it to Hesse’s lab without direct confrontation.
✔ They remain unseen by major factions or hostile forces.
✖ They notice something unusual before arriving.
As they approach the area where Hesse’s lab is supposed to be, Stray stops suddenly, narrowing her eyes.
"Something’s wrong."
✔ The lab entrance is open. The reinforced metal doors are slightly ajar, which isn’t normal for a secretive scientist.
✔ No signs of guards or automated defenses. Hesse usually has some level of security active—right now, the area seems too quiet.
✔ A single dim light flickers inside—the power is on, but something feels off.
Stray grips her shotgun tighter. “We still going in?”
Next Move?
- Enter Cautiously & Check the Lab – Move in slowly, weapons ready, checking for signs of trouble. (Roll MIND to investigate as they enter.)
- Call Out for Hesse First – Announce their presence from a safe distance, seeing if anyone responds. (Roll PRESENCE to gauge the situation.)
- Wait & Observe From Afar – Instead of rushing in, watch the lab for a few minutes to see if anyone moves inside. (Roll MIND to detect movement.)
- Leave & Look for Another Buyer – Something feels off—maybe it’s best to walk away and find another lead. (No roll needed.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 1 (since Stray has an assumed +1 MIND bonus) to determine how well she knows Varon Hesse.
- 10+: She knows Hesse well, including his habits, contacts, and whether or not this situation is out of the ordinary.
- 7-9: She has decent knowledge, but there are gaps—she may not know his security measures or deeper connections.
- 6 or lower: She only knows of him by reputation, meaning they’re walking in blind.
Roll 2d6 + 1, and let me know the result!
You said:
ChatGPT said:
Stray’s Knowledge of Varon Hesse: 6 (Limited Information)
Stray shifts uneasily, keeping one hand on her shotgun as she glances toward the open lab entrance. She exhales slowly, shaking her head.
"I know of him, but not as well as I’d like to right now."
✔ She’s dealt with him before, but only in small trades—low-risk stuff, minor artifacts, nothing like this.
✔ She knows he’s careful—the fact that the doors are open and there’s no security active? That’s bad.
✖ She doesn’t know his backup plans—if something went wrong, where would he go? Who would he call? No clue.
✖ She’s never been inside his lab—he’s always been strictly business, no personal trust.
Stray mutters, "I figured he was just paranoid, but maybe he had a reason to be." She adjusts her grip on her weapon, looking at Andrei. "So what’s the call, Ghost? We still doing this?"
Next Move?
- Enter Cautiously & Investigate the Lab – Move in slowly, weapons ready, checking for signs of trouble. (Roll MIND to investigate.)
- Call Out for Hesse First – Announce their presence from a safe distance, seeing if anyone responds. (Roll PRESENCE to gauge the situation.)
- Wait & Observe From Afar – Instead of rushing in, watch the lab for a few minutes to see if anyone moves inside. (Roll MIND to detect movement.)
- Leave & Look for Another Buyer – Something feels off—maybe it’s best to walk away and find another lead. (No roll needed.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's FINESSE is +0) to determine how well he sneaks up to the lab entrance without being detected.
- 10+: Flawless approach—Andrei reaches the door completely unseen and unheard, getting a good look inside before committing.
- 7-9: He makes it to the door, but there’s a complication—maybe he hears something inside, or there’s movement just beyond view.
- 6 or lower: He makes noise or is spotted, meaning he loses the element of surprise.
Roll 2d6, and let me know the result!
You said:
ChatGPT said:
Silent Approach: 11 (Perfect Execution!)
Andrei moves like a ghost, keeping low and slow, his breathing controlled as he crawls carefully toward the open lab entrance. Every few feet, he pauses, listens, and scans his surroundings before moving again.
✔ He reaches the door completely unseen and unheard.
✔ Nothing inside reacts to his presence.
✔ He gets a good look inside before committing.
What He Sees Inside the Lab:
The interior is dimly lit, the faint hum of emergency backup power running low filling the space. A few monitor screens flicker, casting blue light over the cluttered workspace.
But something is very wrong.
✔ The lab is ransacked. Papers, tools, and equipment lie scattered—as if someone left in a hurry, or was forced out.
✔ There are no bodies. No signs of Hesse, his assistants, or any obvious struggle—just an empty, disrupted space.
✔ A terminal screen is still active, displaying a message:
“SECURITY LOCKDOWN OVERRIDE: CODE DELIVERED. EXFIL IN PROGRESS.”
At the far end of the room, a metal door is slightly open, leading into a back section of the lab.
What He Doesn’t Know Yet:
✖ Who overrode the security and why.
✖ If Hesse left willingly—or was taken.
✖ If anyone is still inside, past that back door.
Stray is still outside, waiting for his signal.
Next Move?
- Signal Stray to Join Him – Let her move in, so they can investigate the lab together. (No roll needed.)
- Check the Terminal for More Clues – See if there’s more information on what happened before they move deeper inside. (Roll MIND to access logs.)
- Move Toward the Back Room Alone – Someone or something might still be here—Andrei can check without alerting Stray yet. (Roll FINESSE to move quietly.)
- Retreat & Reassess – This feels wrong—maybe it’s not worth the risk. (No roll needed to leave safely.)
What does Andrei do next?
You said:
ChatGPT said:
Calling Stray In
Andrei takes one last look around, making sure nothing moves inside the lab. When he’s sure the area is clear—at least for now—he gives a quick hand signal to Stray.
She nods, moving forward just as silently, keeping her shotgun ready as she enters. Her eyes scan the wrecked lab, her expression darkening.
“Shit,” she mutters. “This wasn’t just a break-in. This was deliberate.”
She moves toward one of the overturned tables, checking through scattered documents and broken tools.
What They Know Now:
✔ Someone got into the lab and overrode security.
✔ Hesse and his staff are gone, but there’s no blood or bodies.
✔ A back door is partially open—someone may have left through there.
✔ A terminal is still active, displaying a security message.
Stray turns to Andrei. “What’s the play? We looking for Hesse, or just checking what’s left?”
Next Move?
- Check the Terminal for More Clues – See if there’s a security log or message explaining what happened. (Roll MIND to access logs.)
- Move Toward the Back Room – Someone or something might still be here. (Roll FINESSE to move quietly.)
- Search the Lab for Useful Gear – Maybe there’s something valuable left behind. (Roll MIND to scavenge.)
- Retreat & Reassess – This feels like a setup—maybe it’s time to leave while they still can. (No roll needed.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 1 (since Stray has an assumed +1 MIND bonus) to determine if she can access the security logs on the terminal.
- 10+: She recovers valuable information—including who took Hesse, where they went, or security footage.
- 7-9: She finds something useful, but it’s incomplete, corrupted, or leaves some uncertainty.
- 6 or lower: The logs are damaged or locked, and she can’t recover anything useful.
Roll 2d6 + 1, and let me know the result!
You said:
ChatGPT said:
Accessing the Security Logs: 7 (Partial Success)
Stray nods and moves over to the terminal, her fingers tapping the cracked keyboard as she navigates the old security interface. The screen flickers, showing lines of corrupted data before stabilizing enough to reveal fragments of security logs.
✔ She manages to pull some useful information, but it’s incomplete.
What They Learn:
✔ Security Override Came from Inside – The log confirms that someone used a valid access code to shut down security and open the back door.
✔ The Code Belonged to Hesse – The override was triggered using Varon Hesse’s personal credentials.
✔ No Alarm Was Triggered – Whoever entered the lab was allowed inside—this wasn’t a break-in.
✔ An Extraction Was Planned – The last recorded log entry states:
"Clearance confirmed. Exfil en route. Secure package for retrieval."
What They Don’t Know:
✖ Who used Hesse’s credentials—was it Hesse himself, or someone else using his access?
✖ Where he was taken—the log doesn’t specify a location or next destination.
✖ If he’s alive or dead—there’s no mention of a struggle, but that doesn’t mean he went willingly.
Stray leans back, frowning. "Well, Ghost. Either Hesse let them in, or someone had his access codes. Either way, looks like he was ‘retrieved.’ Question is—by who?"
Next Move?
- Follow Through the Back Door – Whoever took Hesse went that way—if Andrei wants to track them, this is the best lead. (Roll FINESSE to move quietly.)
- Search the Lab for More Clues – Maybe there’s a notebook, a hidden terminal, or something left behind that gives a lead. (Roll MIND to scavenge.)
- Exit the Lab & Reassess – This may be bigger than expected—maybe it’s time to regroup and figure out the best course of action. (No roll needed.)
- Set a Trap in Case They Return – If someone comes back to wipe evidence, Andrei and Stray could be waiting. (Roll FINESSE or MUSCLE to set an ambush.)
What does Andrei do next?
You said:
Searching the Lab for More Clues: 4 (Failure!)
Andrei moves quickly, rifling through scattered documents, overturned drawers, and abandoned equipment, hoping to find anything that might give a clearer picture of what happened.
But it’s a mess.
✖ Most of the documents are either meaningless research notes or already missing.
✖ Any useful data drives or storage devices seem to have been taken.
✖ There’s no sign of personal belongings—Hesse’s things are gone, as if he expected to leave.
Andrei lets out a quiet curse under his breath. Nothing useful.
Stray looks up from her search, shaking her head.
"Looks like they cleared out good. Either Hesse left willingly, or whoever took him knew exactly what to grab."
She glances toward the back door, which remains slightly open, leading into the unknown. “We still following this trail?”
Next Move?
- Follow Through the Back Door – Whoever took Hesse went this way—if Andrei wants to track them, this is the only lead. (Roll FINESSE to move quietly.)
- Exit the Lab & Reassess – With no more clues, maybe it’s time to leave and figure out their next move. (No roll needed.)
- Set a Trap in Case They Return – If someone comes back to wipe evidence, Andrei and Stray could be waiting. (Roll FINESSE or MUSCLE to set an ambush.)
- Mark the Location & Look for More Intel in Limbus – Instead of diving in blind, they could gather information first, asking around about who might be behind this. (Roll MIND to investigate in town.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's FINESSE is +0) to determine how well he moves through the back door without being detected.
- 10+: Perfectly silent approach—Andrei enters undetected and gets a clear view of what’s ahead before committing.
- 7-9: He **moves
You said:
ChatGPT said:
Stealth Through the Back Door: 6 (Failure!)
Andrei moves cautiously, pressing against the cool metal frame of the back door as he steps through. The air inside is stale, heavy with the scent of old electronics, coolant, and dust.
But as he moves, his footsteps scuff slightly against loose debris. The sound is barely audible, but in the silence of this part of the lab, it might as well be a gunshot.
Something stirs ahead.
What Happens:
✖ He makes noise—if someone or something is inside, it may have heard him.
✔ He gets a brief look at what’s ahead before committing.
What He Sees in the Back Room:
- The room is darker than the main lab, with several storage crates and old research equipment stacked around.
- A second exit is visible, leading into what looks like an underground tunnel or escape route.
- A flickering security light illuminates a shadowy figure, standing near a workstation.
- The figure moves slightly, as if reacting to the noise—not immediately hostile, but aware of something.
Andrei Has a Split-Second to React.
- Freeze & Stay Silent – Try to avoid further detection, staying perfectly still to see what the figure does. (Roll FINESSE to remain unnoticed.)
- Call Out Quietly – Try to speak first, in case this is Hesse or someone not immediately hostile. (Roll PRESENCE to gauge their reaction.)
- Move for Cover & Observe – Get out of the open, watching to see if the figure is armed or dangerous. (Roll FINESSE to reposition.)
- Prepare to Strike First – If this is a threat, Andrei could take the initiative and attack before it reacts. (Roll MUSCLE to engage.)
What does Andrei do next?
You said:
ChatGPT said:
Moving to Cover & Observing: 10 (Perfect Execution!)
Andrei reacts instantly, shifting his weight silently as he moves toward a stack of storage crates, positioning himself out of direct sight. His movements are smooth, controlled, and completely unnoticed by the figure in the room.
✔ He remains unseen.
✔ He gains a strong vantage point.
✔ He can now observe the figure without immediate risk.
What He Sees From Cover:
- The figure is humanoid, dressed in a long, dark coat with a reinforced vest underneath.
- They are standing near a workstation, looking at a data terminal that is still powered on.
- A holstered pistol is visible at their side, but they haven’t drawn it yet.
- They seem focused on something—they are not scanning the room or actively on guard.
- The underground tunnel exit is open, with dim emergency lighting leading downward.
Andrei listens carefully.
✔ The figure mutters something under their breath—a name? A code? It’s too faint to make out.
✔ The terminal screen flickers, displaying what looks like files being uploaded or transferred.
✔ There is no immediate sign of Hesse.
Andrei Has the Advantage.
Stray is still positioned outside, waiting for his signal.
Next Move?
- Continue Watching for More Clues – Stay hidden a little longer, see if the figure does anything revealing. (Roll MIND to analyze their behavior.)
- Confront the Figure – Step out and call them out, either peacefully or with an edge. (Roll PRESENCE to see their reaction.)
- Ambush Before They React – If this person is involved in Hesse’s disappearance, Andrei could strike first and ask questions later. (Roll MUSCLE to engage.)
- Signal Stray to Move In – Let Stray join him, so they can confront the figure together. (No roll needed.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's FINESSE is +0) to determine if he signals Stray without alerting the figure.
- 10+: Flawless signal—Stray moves in without being noticed, positioning herself for maximum advantage.
- 7-9: Stray enters successfully, but the figure senses movement, making them more alert.
- 6 or lower: The figure notices the signal, possibly escalating the situation.
Roll 2d6, and let me know the result!
You said:
ChatGPT said:
Signaling Stray: 4 (Failure!)
Andrei carefully raises a hand, attempting to signal Stray to move in, but something goes wrong.
As he shifts slightly, a loose piece of metal debris scrapes against the floor, making a faint but unnatural noise in the silence.
The figure at the workstation stiffens immediately.
✔ They turn slightly, one hand hovering near their holstered pistol.
✔ Their eyes scan the room, searching for the source of the sound.
✖ Stray sees the problem, but she can’t move in unnoticed now.
The figure doesn’t draw their weapon yet, but their stance changes—they are now on alert.
Andrei Must React Quickly!
- Stay Completely Still & Silent – Hope the figure dismisses the sound as nothing. (Roll FINESSE to remain undetected.)
- Step Out & Confront the Figure – Act before they fully detect him, keeping control of the situation. (Roll PRESENCE to gauge their reaction.)
- Strike First Before They React – If they’re hostile, waiting could be deadly. (Roll MUSCLE to engage.)
- Retreat Back to Stray – If this is going bad, Andrei could try to fall back before things escalate. (Roll FINESSE to reposition.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's PRESENCE is +0) to determine if he successfully intimidates the figure into compliance.
- 10+: The figure immediately surrenders, following Andrei’s commands without resistance.
- 7-9: The figure hesitates or tries to talk their way out, but they don’t act aggressively.
- 6 or lower: The figure doesn’t comply—they might call for help, run, or pull their weapon.
Roll 2d6, and let me know the result!
You said:
ChatGPT said:
Intimidation Attempt: 8 (Partial Success!)
Andrei steps out from cover, his pistol aimed at the figure’s head. His voice is calm, controlled, but deadly serious.
“Put your hands up, slowly turn around and face me. Nothing quick, buddy, or you’ll be inhaling air through a hole in your forehead.”
The figure stiffens, hands hovering near their pistol holster, but they don’t draw. Instead, they exhale sharply and raise their hands halfway—not a full surrender, but a cautious compliance.
✔ They don’t immediately resist.
✔ They turn slowly to face Andrei.
✔ Stray moves in, her shotgun raised and ready.
Andrei gets his first clear look at them.
Who They Are:
- Male, mid-40s, sharp features, a cold stare.
- Wearing a reinforced tactical vest, not standard scavenger gear.
- Has a data tablet clipped to his belt—possibly the one transferring files from the terminal.
- A pistol still holstered, but his hands are up just enough to avoid looking directly threatening.
- A faint scar across his jaw—military background? Black market operative?
The Figure’s Response:
He narrows his eyes at Andrei, sizing him up. Then, with a measured tone, he speaks:
“Alright, alright. No need for the theatrics, pal.”
His voice is calm, not rattled—like someone used to these kinds of situations.
“Let’s talk like civilized people. No one needs to die in this room.”
He glances toward Stray, then back to Andrei. “You’re looking for Hesse, aren’t you?”
Next Move?
- Demand More Information at Gunpoint – Keep the pressure on, make him explain what he knows about Hesse. (Roll PRESENCE to interrogate.)
- Search Him & Take His Gear – Disarm him and check his belongings, making sure he isn’t hiding anything. (Roll FINESSE to frisk him.)
- Play Along & See What He Knows – Lower the threat slightly, act like they might be on the same side and try to extract more details. (Roll MIND to read him.)
- Knock Him Out & Move On – If he won’t give straight answers, Andrei could just disable him and keep searching. (Roll MUSCLE to take him down.)
What does Andrei do next?
You said:
Interrogation Attempt: 7 (Mixed Success)
Andrei keeps his pistol aimed, maintaining a steady distance while his voice remains firm and commanding.
"Who are you? What are you doing in Hesse’s place?"
The man tilts his head slightly, watching Andrei carefully before giving a slow, knowing smirk. He’s not afraid, but he’s also not reckless.
"Name’s Callum Voss." His voice is steady, almost casual. "As for what I’m doing here? Same thing as you, I imagine—looking for answers."
What Andrei Learns:
✔ He’s not immediately aggressive—Callum is treating this like a business discussion, not a fight.
✔ He knows about Hesse’s disappearance—which means he was looking for him too.
✔ He’s not flinching under pressure—he’s used to being in dangerous situations.
Andrei keeps his gun raised, then glances at Stray.
"You know this guy?"
Stray steps in closer, shotgun still ready, eyes locked on Callum. She studies him for a long moment, then shakes her head.
"No, but I’ve seen his type. Not a street scav, not a trader. He moves like a spook—private contractor, maybe black-market retrieval."** She looks back at Andrei.** "Question is—who’s he working for?"
Callum’s Response:
Callum raises an eyebrow at Stray’s assessment, then smirks again.
"Smart read." He nods toward the pistol still aimed at him. "Look, you can keep pointing that thing at me, or you can listen."
He shifts slightly, but not toward his gun—instead, he motions toward the data tablet at his belt.
"Hesse’s disappearance isn’t random. He knew something. He was preparing to leave before anyone came for him. The security override? It wasn’t a kidnapping. It was an extraction. I came here to figure out who took him—and why."
He glances toward the back tunnel.
"And I think you and I are after the same thing."
Next Move?
- Press Him Harder for More Info – Andrei keeps the pressure on, demanding Callum explain who took Hesse. (Roll PRESENCE to interrogate further.)
- Search Him & Take His Gear – Andrei could disarm him and take the data tablet to see what he already knows. (Roll FINESSE to frisk him.)
- Lower the Gun & Hear Him Out – Maybe Callum really is after the same answers—Andrei could play along and see what he knows. (Roll MIND to assess if he’s telling the truth.)
- Knock Him Out & Keep Moving – Andrei doesn’t trust him—he could disable him and continue searching the lab. (Roll MUSCLE to subdue him.)
What does Andrei do next?
You said:
ChatGPT said:
You'll need to roll 2d6 + 0 (since Andrei's MIND is +0) to determine if he can read Callum’s intentions and figure out if he’s telling the truth.
- 10+: Callum is honest, and Andrei picks up on extra details about his motives.
- 7-9: Callum seems trustworthy, but there’s something off—maybe he’s hiding something.
- 6 or lower: Callum is playing him—he may have his own agenda.
Roll 2d6, and let me know the result!
You said:
Reading Callum: 9 (Mixed Success)
Andrei lowers the pistol slightly but keeps his grip firm, watching Callum carefully. He’s dealt with scavengers, mercenaries, and traders before, but this guy? He’s different.
✔ Callum is telling the truth—mostly. He’s definitely here to find out what happened to Hesse.
✔ He’s experienced, careful, and methodical—this isn’t just some hired thug.
✖ He’s holding something back. Maybe who he’s working for or what his real endgame is.
Callum’s Reaction:
The smirk fades just a little as Callum studies Andrei in return. Then, after a beat, he gives a slow nod.
"Alright. Deal."
He unclips the data tablet from his belt, flipping it around so Andrei and Stray can see. "Hesse was preparing to disappear before anyone came for him. But someone got to him first. And from what I can tell, they used his own security clearance to do it."
He taps the screen, revealing a partially decrypted log entry.
"This was transmitted from the lab a few minutes before the security override."
Log Entry (Fragmented Data)
"Transfer confirmed. Destination… [DATA CORRUPTED]... Secondary asset retrieval… Authorization: H. Priority: Code Black."
Stray frowns. "So he wasn’t just grabbed—he was moved as part of something bigger."
Callum nods. "And whatever ‘Code Black’ means? I’d bet good money it’s not something we want to be on the wrong side of."
Next Move?
- Press Callum for More Info – Andrei still doesn’t fully trust him—maybe he can get more out of him before moving forward. (Roll PRESENCE to push him.)
- Follow the Underground Tunnel – If Hesse was extracted, that’s likely where they took him. (Roll FINESSE to move quietly.)
- Return to Limbus & Gather Intel – Maybe someone in Limbus knows what ‘Code Black’ means or who would have reason to extract Hesse. (Roll MIND to investigate.)
- Go Separate Ways – Andrei could agree to work with Callum… for now, but split up to gather information independently. (No roll needed.)
What does Andrei do next?
You said:
You'll need to roll 2d6 + 0 (since Andrei's PRESENCE is +0) to determine if he can push Callum for more information.
- 10+: Callum reveals something crucial, a key detail he was holding back.
- 7-9: Callum gives some more info, but not the full truth—he’s still hiding something.
- 6 or lower: Callum deflects the question, avoiding giving anything useful away.
Roll 2d6, and let me know the result!
You said:
ChatGPT said: ressing Callum for More Info: 11 (Success!)
Andrei holds Callum’s gaze, his voice calm but firm.
“Do you think Hesse could have left on his own accord? His own security override was used. Did he use it at gunpoint? After he was threatened?”
Callum’s smirk fades slightly, and he exhales through his nose, as if weighing his options. Then, after a pause, he nods.
"Alright, Ghost. You want the full story? Here’s what I know."
What Callum Reveals:
✔ Hesse wasn’t kidnapped—he left willingly. The security logs, the lack of resistance, and the exfil message all point to one thing: Hesse planned his own extraction.
✔ But he didn’t do it alone. Someone came for him, and he went with them.
✔ The group that took him was professional. This wasn’t random scavengers or mercenaries—this was an organized team.
✔ ‘Code Black’ is a classified protocol. Callum doesn’t know who runs it, but he’s heard it used before—it means Hesse wasn’t just valuable, he was critical.
What Callum Was Hiding Before:
After a pause, Callum crosses his arms and lowers his voice slightly.
✔ He was tracking Hesse for a while. He suspected someone would come for him, but he didn’t expect it to happen this fast.
✔ Hesse knew something dangerous. Whatever research he was doing? It wasn’t just about Remnants. It was something bigger.
✔ Callum isn’t just some random freelancer. He’s working for someone—maybe an employer, maybe himself. But now, he’s invested in finding out the truth.
Stray watches Callum closely, then mutters to Andrei.
“So Hesse wasn’t grabbed—he walked. And this guy knew something before we did.” She gives Andrei a knowing look. “Still think we can trust him?”
Next Move?
- Keep Working with Callum… For Now – If he has leads, Andrei can stay close to get more information. (No roll needed.)
- Follow the Underground Tunnel – If Hesse left this way, the best way to track him is to go after him. (Roll FINESSE to move quietly.)
- Push Callum About Who He Works For – Andrei now knows he’s not just some freelancer. Who is he really working for? (Roll PRESENCE to interrogate further.)
- Split Up & Investigate Separately – Maybe it’s best to separate, gather intel on their own, and meet back later. (No roll needed.)
What does Andrei do next?
You said:
ChatGPT said:
Pressing Callum About Who He Works For: 8 (Mixed Success)
Andrei keeps his tone calm but firm, eyes locked on Callum.
“You’re not just some freelancer looking for answers, are you? Who are you really working for?”
Callum meets Andrei’s gaze, his expression measuring, like he’s deciding how much to say.
After a moment, he exhales, rolling his shoulders slightly, then speaks.
"I work for a private intelligence group. Not a faction, not a government. Just people who want to know things before anyone else does."
What Callum Reveals:
✔ He’s not a mercenary or scavenger—he’s a retrieval specialist, someone who deals in information and high-value targets.
✔ He was tracking Hesse because of his research. Not just on Remnants, but something bigger.
✔ He doesn’t know who took Hesse—but he knows they had clearance. Which means either Hesse trusted them, or they had the authority to force his hand.
What He’s Still Holding Back:
✖ Who hired him specifically. He’s keeping that to himself—for now.
✖ What else he knows about ‘Code Black.’ He recognized the term earlier, but he hasn’t explained where he heard it before.
✖ Whether he’s planning to sell what he finds. He works in information, meaning he might not be fully on Andrei’s side.
Stray shakes her head, muttering under her breath.
"So we’ve got a guy who deals in secrets, tracking a scientist who just vanished, and we don’t know if he left on his own or because someone convinced him to."
She looks at Andrei. "You still in on this, Ghost? Or we cutting our losses?"
Next Move?
- Stick With Callum & Follow the Tunnel – If Hesse was taken or left through here, this is the best way to follow his trail. (Roll FINESSE to move quietly.)
- Go Back to Limbus & Gather Intel – Someone in town might have heard whispers about Hesse’s disappearance. (Roll MIND to investigate.)
- Push Callum Harder for More Info – He’s still holding back on ‘Code Black’ and his employer—time to force more out of him. (Roll PRESENCE to press him.)
- Cut Ties & Find Another Lead – Andrei doesn’t trust Callum, and doesn’t want to get pulled into something deeper. (No roll needed—this means walking away.)
What does Andrei do next?
You said:
Stray’s Decision
Stray exhales slowly, watching Callum for a long moment before looking back at Andrei.
“Hesse was never a friend—just a business contact. But if he was into something big enough to make him disappear, then whatever he was working on is worth something. Maybe a lot.”
She glances at the tunnel entrance, then back at Andrei.
“But you’re right—this isn’t our fight.”
She nods toward Callum. “He wants to chase ghosts, let him. We don’t owe Hesse anything.”
Then she smirks slightly. “Let’s go find someone else who’ll pay for that magic rock of yours.”
Callum’s Reaction
Callum studies them, nodding slightly. “Fair enough. I’ll keep chasing this lead. You two do what you do best.”
He clips his data tablet back onto his belt, then motions toward the tunnel. “If you ever change your mind, you know where to look.”
And with that, he turns and disappears into the underground passage.
Stray watches him go, then turns back to Andrei. “Alright, Ghost. Time to get paid.”
Next Move?
- Find a Black Market Dealer – Someone in Limbus’ underworld will pay for the Remnant—but they may be dangerous. (Roll PRESENCE to negotiate.)
- Look for a Scientist or Researcher – A collector or researcher might pay more and cause less trouble. (Roll MIND to locate one.)
- Gather Intel First – Before selling, they could ask around in Limbus to find the safest or best-paying buyer. (Roll MIND to investigate.)
- Hold Onto the Remnant for Now – Maybe selling it too fast is a mistake. They could look for ways to use it instead. (No roll needed.)
What does Andrei do next?
You said:
You'll need to roll 2d6 + 0 (since Andrei's MIND is +0) to determine if he can locate a reputable scientist or researcher in Limbus who might be interested in purchasing the Remnant.
- 10+: He finds a well-connected scientist who is not only interested but willing to pay top credits for the artifact.
- 7-9: He finds a potential buyer, but they have conditions—maybe they need proof of function or want to lower the price.
- 6 or lower: He struggles to find a good lead, or the only scientists interested can’t afford a fair price.
Roll 2d6, and let me know the result!
You said:
Finding a Scientist Buyer: 8 (Mixed Success)
Andrei and Stray return to Limbus, moving through the crowded alleys and makeshift market stalls, keeping the Remnant hidden as they search for a reputable scientist or researcher.
After asking around cautiously, they get a name:
✔ Dr. Alena Var – A former corporate researcher, now working independently in Limbus.
✔ Specializes in Remnant study – She’s known for reverse-engineering strange tech and paying well for anomalies.
✔ Her lab is in the outskirts of Limbus – Far from the black market types, meaning less risk of betrayal.
The Catch:
✖ Dr. Var is cautious. She won’t just buy it outright—she’ll want proof it works.
✖ She may not have unlimited funds. If she can’t pay in full, she might offer trade or connections instead.
✖ She has ties to old research factions. If she recognizes the Remnant, it could draw unwanted attention.
Stray turns to Andrei as they approach her lab.
“Alright, Ghost. You want to lead the talk, or let me handle it?”
Next Move?
- Andrei Leads the Negotiation – He takes point in convincing Dr. Var to buy the Remnant. (Roll PRESENCE to negotiate.)
- Stray Takes the Lead – Let Stray handle the bargaining, while Andrei watches for red flags. (Roll MIND to assess Dr. Var.)
- Test the Remnant Beforehand – Maybe showing its function first will give them a stronger bargaining position. (Roll MIND to experiment.)
- Look for Another Buyer First – If Dr. Var is too cautious, maybe there’s someone else who will pay faster. (Roll PRESENCE to find an alternative.)
What does Andrei do next?
You said:
You'll need to roll 2d6 + 1 (since Stray has an assumed +1 PRESENCE bonus) to determine how well she negotiates with Dr. Alena Var for the sale of the Remnant.
- 10+: Successful deal—Dr. Var agrees to buy the Remnant at a high price and offers useful intel or future work.
- 7-9: She makes an offer, but not full value—she may want a test first or offer an alternative form of payment.
- 6 or lower: She is hesitant, maybe doesn’t fully trust them, or can’t afford a fair deal.
Roll 2d6 + 1, and let me know the result!
You said: 10
ChatGPT said:
Stray’s Negotiation: 10 (Perfect Deal!)
Stray leads the conversation smoothly, her confidence measured but firm, making it clear that they have something valuable—but only for the right buyer.
Dr. Alena Var, a thin woman in a reinforced coat, listens carefully, her sharp eyes analyzing both Stray and Andrei. After a few pointed questions and a brief inspection of the Remnant, she nods.
“You brought me something rare. And dangerous.” She leans back, steepling her fingers. “I won’t ask where you got it. But I will buy it.”
The Deal:
✔ Full Price Paid: Dr. Var offers a direct credit transfer—no bartering, no trade.
✔ No Questions Asked: She isn’t reporting them to any factions or authorities.
✔ Bonus Information: She gives them a warning about Remnant tech—whatever this was part of, it’s tied to larger experiments.
✔ Total Payout: 15 Credits—a huge haul for scavengers.
Dr. Var’s Warning
As she carefully packs the Remnant into a reinforced containment case, she gives Andrei and Stray a measured look.
“I don’t know if you realize how lucky you are.” She taps the case. “This isn’t just a power source. It’s an engineered anomaly. Whoever made this wasn’t just experimenting with gravity—they were testing something bigger.”
She leans forward slightly. “I suggest you forget you ever saw it.”
Stray smirks, glancing at Andrei. “Sounds good to me.”
She flicks the credit transfer confirmation to Andrei’s datapad and pats his shoulder. “We’re rich, Ghost.”
Next Move?
- Celebrate & Rest – Take some well-earned downtime, eat well, and prepare for the next job. (No roll needed.)
- Gather More Intel on Remnant Experiments – If this was part of a larger project, maybe it’s worth learning who’s behind it. (Roll MIND to investigate.)
- Look for the Next Big Score – With credits in hand, they can start hunting another valuable find. (Roll PRESENCE to find new opportunities.)
- Upgrade Gear & Prepare for the Future – Spend some credits on better weapons, armor, or supplies for the next adventure. (Roll FINESSE to shop.)
What does Andrei do next?
Next Move: Time to Celebrate & Rest
With 15 credits in their pockets and no heat on them, Andrei and Stray finally have breathing room.
✔ They got paid.
✔ No one is chasing them for the Remnant.
✔ They avoided unnecessary danger.
After leaving Dr. Var’s lab, Stray grins, flipping a coin between her fingers. “Alright, Ghost. I say we get some drinks, maybe some real food, and actually enjoy not being broke for once.”
Options for the Night
- Go to a Limbus Tavern & Relax – Find a decent place to drink, unwind, and listen to rumors. (No roll needed, could lead to new leads.)
- Upgrade Gear & Supplies – Use some of the credits to buy better weapons, armor, or medical supplies. (Roll FINESSE to haggle for good deals.)
- Lay Low in a Safehouse – Stay off the streets for a bit, avoiding potential trouble while planning the next move. (No roll needed.)
- Look for Another Job or Opportunity – Maybe there’s another artifact, bounty, or high-paying gig worth considering. (Roll MIND to gather intel.)
What does Andrei do next?
You said:
A Well-Earned Celebration at the Limbus Tavern
For the first time in a long while, Andrei and Stray walk into a Limbus tavern with full pockets instead of just enough coin for a cheap drink and a ration bar.
The tavern is lively, filled with scavengers, traders, and off-duty mercs, all swapping stories, deals, and rumors. The air is thick with the scent of grilled meat, ale, and smoke from a few burning lanterns.
Andrei grins, claps Stray on the shoulder, and waves down the barkeep.
The Night’s Highlights
✔ Good Food & Strong Drinks – For once, no cold rations. They get hot meals, real meat, and decent whiskey.
✔ Laughs & Stories – Stray is looser than usual, swapping wild stories with other scavengers, even getting a few laughs from Andrei.
✔ No Immediate Danger – No one is chasing them, no one is after the Remnant.
As they drink, Stray leans back, kicking her boots onto a stool, grinning at Andrei.
“Hell of a score, Ghost. For once, I don’t feel like we’re one bad day from starving. Almost makes me want to retire.”
She raises her glass. “To making the smart play.”
Possible Tavern Events (Let Me Know if Any Interest You!):
- Andrei Overhears an Interesting Rumor – A conversation nearby hints at a new opportunity, mystery, or danger.
- A Stranger Takes Interest in Them – Someone notices their success and wants to talk—maybe a job, maybe trouble.
- Friendly Gambling (or a Bar Fight?) – Someone challenges Andrei to a game of cards or dice—or a drunken merc wants to start trouble.
- Just a Quiet, Good Night – No drama, just drinks, food, and well-earned rest.
How does Andrei’s night go?
You said:
XP Awarded!
✔ Andrei now has 2 XP—enough to reach Level 1! He can now choose a skill based on his experiences so far.
✔ Stray gains 1 XP, starting her path toward leveling up.
Overhearing a Rumor in the Tavern
As Andrei sips his drink, he leans back, letting the warmth of the food and alcohol wash away the tension of the past few days. The tavern is loud, full of boisterous conversation, but one conversation nearby catches his ear.
A pair of rough-looking scavengers are talking in hushed tones at the next table, their expressions tense.
"It ain't just some old factory, I'm telling you. The whole damn site was locked down, like someone didn’t want it found."
"And you saw this yourself?"
"Saw the damn entrance, yeah. Huge steel doors, buried under rubble. And the tech inside? Not just pre-collapse junk—this was active. Running. And the symbols… nothin’ I’ve ever seen before."
The other scavenger leans forward. "And you just left it?"
The first man shrugs. "I ain't stupid. Place gave me a bad feeling. But someone’s gonna crack it open sooner or later."
What Andrei Learns from the Rumor:
✔ A hidden facility has been discovered beneath old ruins, with sealed steel doors and active technology.
✔ It’s pre-collapse, but not abandoned—some of the systems are still operational.
✔ Unknown symbols mark the site.
Stray Notices Andrei Listening & Smirks
She leans in, lowering her voice. “That sound like easy credits to you, Ghost? Or like the kind of place we should stay far away from?”
Next Move?
- Approach the Scavengers & Ask for More Details – Andrei could buy them a drink and get more info on the site. (Roll PRESENCE to gain their trust.)
- Remember It for Later & Keep Relaxing – No need to jump on another job tonight—just enjoy the rest of the evening. (No roll needed.)
- Bring It Up to Stray & Start Planning – If they’re interested, they could start gathering gear, info, and allies before heading out. (Roll MIND to strategize.)
- Ignore It & Find a Different Job Later – Maybe this isn’t worth the risk. They could look for safer opportunities instead. (No roll needed.)
What does Andrei do next?
(Also, since Andrei has leveled up, let me know what kind of skill he’d like based on his experiences—combat, survival, negotiation, stealth, etc!)
You said:
Taking the Smart Approach: Rest & Recovery
Andrei nods to Stray, deciding to let the information sit for now. He memorizes the scavengers’ faces, making sure he can recognize them later if needed.
✔ No rushing into danger tonight.
✔ No unnecessary risks.
✔ Just good food, good drinks, and well-earned rest.
Stray grins, lifting her glass. “Smart move, Ghost. For once, we’re not running for our lives.”
For the first time in a long while, Andrei enjoys the moment—no worries, no fights, just the warmth of a tavern and the weight of full pockets.
Andrei Levels Up! Choosing a Skill
Since Andrei now has 2 XP, he officially reaches Level 1! This means he can choose a skill based on his experiences so far.
The available skill choices depend on the game system being used (from the document you provided). I’ll need to check the specific skill list from the rules—go ahead and upload the relevant page, or let me know if you’d like me to suggest skill options based on his experiences so far.
You said:
Here is the list of skills available for Andrei to choose fromNiv Lova:
Fighter Skills
- Dual-Wield: When attacking while dual-wielding, only the second attack is at disadvantage.
- Specialized*: Roll attack with a specific weapon type (Melee, Basic, Advanced, Expert) with advantage.
- Armored*: Gain an additional point of damage reduction (+1) from wearing a specific type of armor (Light, Medium, Heavy).
- Tough*: Gain +1 point of damage reduction, but only when unarmored.
- Grappler: Deal d6 damage when maintaining a grapple.
- Intimidation: Roll +MUS instead of +PRE to make enemies flee.
- Brawler: Fists do d6/d damage.
Rogue Skills
- Stealthy: Roll with advantage when hiding or sneaking.
- Thief: Roll with Advantage when thieving (picking pockets, locks, stealing).
- Lightfoot: Roll with Advantage when triggering traps.
- Fast: Roll with Advantage for Initiative.
- Sneak Attack*: Add d6 to damage when you attack from hiding.
- Trapper: Your traps deal d6 damage when triggered.
- Agile: Can dodge/parry with advantage once per round.
Scientist Skills
- Observant: Roll with advantage when studying a place or person.
- Weird: Roll with advantage when identifying an Aberration or Remnant.
- Tech: Roll with advantage when trying to Craft or Repair.
- Mad: Roll with advantage to Use a Remnant.
- Healer: Roll with advantage when trying to Heal.
- Booksmart: When undertaking a task, roll +MIN to see if you’ve read something that may assist you. If successful, roll with advantage on your next roll.
Scavenger Skills
- Looter: Roll with advantage when you scavenge or scrounge.
- Avoidant: May choose to roll Encounter Check with advantage or disadvantage.
- Explorer: Discover POI on 4-6 and roll with advantage when you navigate.
- Scrapper*: Gain +1 additional Scrap when you Scavenge.
- Hoarder*: Gain +1 additional food when you Scavenge.
- Survivor*: Choose Tired, Cold, or Hungry. You no longer suffer the effects of that Condition when they would usually apply. If a condition worsens, it still affects you, however.
(Starred skills can be taken more than once.)
Let me know which skill Andrei will take!
You said:
ChatGPT said:
Andrei’s New Skill: Stealthy
✔ Stealthy: Roll with advantage when hiding or sneaking.
This means anytime Andrei attempts to move unseen, evade detection, or sneak past enemies, he rolls 2d6 and takes the higher result, making him significantly better at staying unnoticed.
Current Character Progress
- XP Reset to 0 (Level 1 achieved!)
- Skill Gained: Stealthy (Advantage on sneaking/hiding)
- 15 Credits from the Remnant Sale
- Well-fed, rested, and in good spirits
The Next Day in Limbus
After a relaxing night, Andrei and Stray wake up with clear heads and full stomachs, their pockets heavier than usual.
✔ No debts.
✔ No one hunting them.
✔ Plenty of options for their next move.
What’s Next for Andrei?
- Spend Some Credits on Gear – Buy better weapons, armor, supplies, or a safehouse. (Roll FINESSE to haggle for good deals.)
- Follow Up on the Hidden Facility Rumor – Track down the scavengers from last night and learn more. (Roll PRESENCE to approach them.)
- Look for a New Job or Opportunity – Now that they have some reputation and resources, they could find another big score. (Roll MIND to gather intel.)
- Take a Few Days to Lay Low – Avoid drawing attention and let things settle before jumping into something new. (No roll needed.)
What does Andrei do next?
You said:
Updated Character Sheet: Andrei (Level 1)
Basic Info:
- Name: Andrei
- Level: 1
- XP: 0 (Next level at 2 XP)
- Role: Veteran Soldier, Scavenger
- Personality: Cautious, pragmatic, but always looking for the next opportunity.
- Current Goal: Find the next big score while staying alive in the harsh world of Niv Lova.
Attributes:
- MUSCLE (MUS): +1
- FINESSE (FIN): +0
- MIND (MIN): +0
- PRESENCE (PRE): +0
- VIGOR (VIG): +2
Skills:
✔ Stealthy: Roll with advantage when hiding or sneaking. (2d6, take the higher result.)
Equipment & Gear:
- Primary Weapon: Pistol (Standard, d6 damage)
- Secondary Weapon: Crowbar (Melee, d6 damage)
- Armor: Light Armor (1 Damage Reduction)
- Medical Supplies: 1 Bandage (+1 HP Recovery)
- Misc. Gear:
- Small pack for carrying essentials
- Basic survival gear (canteen, knife, flashlight)
- A few personal keepsakes (nothing valuable)
Resources:
- Credits: 15 (from the sale of the Remnant)
- Food & Water: Enough for a few days
- Scrap Materials: 0
Current Reputation & Standing:
✔ Respected in Limbus: Sold a high-value Remnant without trouble.
✔ On Good Terms with Stray: She trusts Andrei, but keeps an eye on him.
✔ Neutral with Callum Voss: They left on good terms, but his true motives are unclear.
✔ No Faction Ties (Yet): Andrei remains independent, avoiding faction politics… for now.
Recent Achievements:
✔ Successfully Sold a Rare Remnant: Earned 15 credits from Dr. Var.
✔ Leveled Up & Gained a Skill: Became more skilled in stealth.
✔ Avoided Dangerous Conflict: Made smart choices, securing wealth without unnecessary risks.
✔ Learned of a Possible Hidden Facility: Heard a rumor about a mysterious underground site with active technology.
Next Steps for Andrei:
- Spend Some Credits on Gear – Get better weapons, armor, or supplies.
- Investigate the Hidden Facility Rumor – Track down the scavengers and learn more.
- Find Another Job or Opportunity – Keep earning, build resources, and plan the next move.
- Lay Low & Plan the Future – Stay quiet and prepare for whatever comes next.
Let me know if you want to adjust anything or if you're ready to continue!
You said:
Updated Character Sheet: Andrei (Level 1)
A hardened survivor, former soldier, and scavenger navigating the dangers of Niv Lova.
Basic Info:
- Name: Andrei
- Level: 1
- XP: 0 (Next level at 2 XP)
- Role: Veteran Soldier, Scavenger
- Personality: Cautious, pragmatic, but always looking for the next opportunity.
- Current Goal: Secure better resources and plan his next move.
Attributes:
- MUSCLE (MUS): +1
- FINESSE (FIN): +0
- MIND (MIN): +0
- PRESENCE (PRE): +0
- VIGOR (VIG): +2
Skills:
✔ Stealthy: Roll with advantage when hiding or sneaking. (2d6, take the higher result.)
✔ Tough: Gain +1 Damage Reduction when unarmored. (Stacks with natural armor if wearing armor.)
Health & Defenses:
- HP: 8
- Armor: Light Armor (1 Damage Reduction)
- Unarmored Bonus: If not wearing armor, Andrei still has 1 Damage Reduction due to his Tough skill.
Equipment & Gear:
- Primary Weapon: Pistol (Standard, d6 damage)
- Secondary Weapon: Crowbar (Melee, d6 damage)
- Armor: Light Armor (1 Damage Reduction)
- Medical Supplies:
- 6 Bandages (+1 HP recovery each)
- Misc. Gear:
- Small pack for carrying essentials
- Basic survival gear (canteen, knife, flashlight)
- A few personal keepsakes (nothing valuable)
Resources:
- Credits: 20 (Profitable from the Remnant sale.)
- Scrap Materials: 3 (Useful for repairs or trade.)
- Food & Water: Enough for a few days
Current Reputation & Standing:
✔ Respected in Limbus: Sold a high-value Remnant without trouble.
✔ On Good Terms with Stray: She trusts Andrei, but keeps an eye on him.
✔ Neutral with Callum Voss: They left on good terms, but his true motives are unclear.
✔ No Faction Ties (Yet): Andrei remains independent, avoiding faction politics… for now.
Recent Achievements:
✔ Successfully Sold a Rare Remnant: Earned 20 credits from Dr. Var.
✔ Leveled Up & Gained Two Skills: Became more skilled in stealth and resilience.
✔ Avoided Dangerous Conflict: Made smart choices, securing wealth without unnecessary risks.
✔ Learned of a Possible Hidden Facility: Heard a rumor about a mysterious underground site with active technology.
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