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Getaways

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  1. I have arsenal mastery and just recieved my stolen immobilizer ray with the accolade. I customized the immobilizer ray and now LRM rocket (custom rifle worn on back) doesnt display in the characters hand when drawn.
  2. The Getaways: Highway Robbery Arc ID: 59649 Join the Getaways' resident speedstress Jay Walk on a mission to build the perfect getaway car for an armored car heist. You Got a Fast Car Search the city streets for the perfect getaway car. I Hate Taxibots Return to the Taxibots' garage base where Jay Walk was recruited by the Getaways to steal car parts to make our getaway car fast. Chop Shop Enter an abandoned hero base in Boomtown and find the villainous mechanic known as Chop Shop so he can build us getaway car. Armored Car Heist Hit the open road and rob the armored cars. Once finished make your way to the getaway car and escape the city. Notes: I still need to do a test run of this mission to button up some loose ends.
  3. The Getaways: Friend or Faux Arc ID: 54553 One of Counterfeit's old duplicates now calling himself False has emerged in Faux DeCoy's hometown of New Orleans. False has recruited former members of Counterfeit's first villain team the Krewe to collect on a hit against Faux. Faux must return home to rescue old friends and battle friends turned enemies with their new criminal empires to find False, erase the hit contract against him, and take control of the New Orleans Krewe. Crescent City: Enter the caves beneath a mausoleum in a New Orleans graveyard to face a nest of vampires lead by former Krewe member Kiss Goodnight to rescue Counterfeit's old friend Fleur-De-Lis. Voodoo Dolls: Exiting the mausoleum of the Crescent City you must make your way across the cemetary which places you in the territory of the Voodoo Dolls. You will have to defeat Baron Samedi, Love Potion, and the Fortune Teller to summon the Getaways Flyer and escape. Boil Boys: With the Crescent City and Voodoo Dolls defeated, former members of the Krewe, the Pelican and the enforcer Gator retreat to the Perch, a criminal hideout turned fortress safe room. enter the Perch and take on the crawdad Boil Boy henchmen to enter the safe room. Once inside take out the enforcer Gator and make your way to the back to press Pelican for information on the location of False. Beads: To challenge False for leadership of the Krewe you will need a guild blade the signature weapon of the Krewe to present the challenge. An old friend of Counterfeit, a criminal fence known as Beads just happens to have a set of guild blades in her posession. False: The Final showdown against False. Notes: Friend or Faux marks the 10th AE mission created for the Getaways series! Mission has been published and is playable. Still labeled a work in progress as text dialogues for a few characters may need to be updated or added and only made one test run before the publish. Counterfeit was a villain I created in the later days of the live server and never got the chance to play past level 20 before the shutdown. Now he is one of my signature villains and the inspiration that created the Getaways villain group. I wanted to create a mission that explored a little of the character's past. In the Friend or Faux story, the character False sports Counterfeit's original look from the live server before customizing phantom army existed. The promotion pic for Friend or Faux was taken in the Getaway's AE Mission vault section of the group's base. This level of the base houses a Simulator Arena with bays displaying promotions of published Getaways AE Missions and one or two in the works.
  4. The Getaways: The Boiler Room Mission Arc ID: 54044 Poor Man's Grenade of the Getaways has lost the team's recent score trying to double the take through a series of bad investments in a Boiler Room Scandal. Getaway Inside hackers have traced the money to a shipping yard. Recover the funds and teach these Boiler Room punks a lesson. Go farm Boiler Room members, destroy the call centers, and get PMG his money! Notes: Poor Man’s Grenade was always kind of a joke character. I mean a powerhouse that can burst into flames fueled by the alcohol he consumes. So he is essentially a compulsive gambler with a drinking problem serving as the Getaways’ comic relief at times. Jury is still out but I have considered making the boiler room mission a scheme story line putting players up against a pyramid scheme using ancient Egyptian themed characters as the target of PMG’s revenge.
  5. I used the Smelting Cauldron map in an AE mission. it says it allows 47 floor collection items (6 front, 26 middle, 15 back). The mission I created only used 5 collection items (back). Sometimes items are placed inside unaccessible areas on the map like inside/under closed stacks of storage containers or inside the large cauldron itself and the mission becomes bugged and unable to complete. ticket#40887
  6. The Getaways: Magnum Opus Arc ID: 54014 In the aftermath of the Aeon Strike Force, the Getaways plan a heist to find and rob King Midas's Secret Vault. To take on the Gold Brickers under the new management of the Midas Touch and claim the treasures of Midas, the plan will call for a little alchemy. Part One: Nigrendo Black out the AU System. Take out Fools Gold (a.k.a. Lityerses) Part Two: Albedo Destroy Smelting Arms Technology and the new Queen of the Cauldron Gold Fever (a.k.a. Aurelia) Part Three: Citrinitas Disable Gold Bricker Jetpacks and face off against Gold Digger (a.k.a. Marigold) Part Four: Rubedo Defeat the vault guard Gold Rush (a.k.a. Ankhyros) and claim the treasure of King Midas Part Five: Philosopher's Stone Claiming King Midas's treasure takes an unforseen circumstance Notes: I wanted the Getaways to square off against the Gold Brickers. I had some ideas for some cool Gold Bricker characters that I wanted to incorporate and they kind of took on roles of actual mythological characters which evolved into the bastard children of Midas known as the Golden Touch. A few wiki searches of King Midas lead to expanded searches of alchemy and the philosopher's stone which I wanted to carry into the story as the heist's plan. The ending kind of stumped me for this mission as I didn't want the treasure in the vault to be what it is because it didn't fit the game's lore. I hope I was able to spin the treasure in a way that it could, but without actually, fit into game lore.
  7. Getaways: Yakuza Arc ID: 53327 The Getaways are looking for an oni mask said to summon the Shichifukujin or 7 Lucky Gods of Fortune. The Tsoo have called in the Shinigami Yakuza to obtain the mask as it also serves as the Kimon Key to the Demon's Gate to bring forth an apocalyptic event. End of the world is just bad for business. Join Getaway Insiders as they train to become ninja under the guidance of the Sword Sensei and pursue the Tsoo and Shinigami Yakuza who are in possession of the Oni Mask/Kimon Key. Part One: Storm the Ziggurat Part Two: The Battle for Siren's Call Part Three: At the Gates of Hell Part Four: The Demon's Gate Part Five: Shichifukujin (7 Lucky Gods of Fortune) Notes:
  8. The Getaways: The Costume Contest Heist Arc ID: 53219 Supergroups make their money from community support. Atlas Park is hosting a charity costume contest event to raise money to support local supergroups and heroes. Join the Getaways as they plan the impossible and rob a costume contest in Atlas Park. Phase One: The Guest list Atlas Park is distracted with event preparations. Join the Getaway's fixer the Alibis as she helps you infiltrate City Hall and place your alias on the guest list to the Atlas Park Charity Costume Contest. Phase Two: Flea Market Formal Wear Now that your invited to the party it's time to find something to wear and some wheels to get you to the event. Time for a smash and grab at Flea's Market Thrift Shop. Flea claims his prices are so low it should be criminal. Time to show him what criminal looks like. Phase Three: Crashing the Party Attend the Costume Contest and mingle your way through the crowd. Find the grifter know as Hard To Get a.k.a. Simone Dolion and place explosives around the event. Phase Four: And the winner of this costume contest prize money is....The Getaways? Proceeds from the Charity Costume Contest are being kept in the vault at the Atlas Park Bank on the East side of the plaza. With the assistance of Hard To Get raid the bank and collect the funds gathered for the Charity Costume Contest. Phase Five: Heading For The Exit With the explosives damaging Atlas Park beyond recognition and drawing the attention of the FBSA. Longbow has set up a perimeter around what is left of Atlas Park. Destroy Longbow perimeter force field generators, rescue the grifter, and escape in the Getaways Flyer. Notes: The costume contest heist is more of a SFMA set of AE missions so not much action with this story line as the first and third missions are more of a setup the scenario missions with objectives rather than combat. Mission 2 keeps spawning objectives in flip flopped locations during testing (close enough) and I wish mission 3 had capacity for more NPC's (good enough).
  9. The Getaways: Stingy Jack's Pumpkin Patch (A Halloween Heist Special) Arc ID: 52398 The Getaways are hosting a Halloween heist to raid Stingy Jack's Pumpkin Patch to steal a powerful magical artifact, the first Jack-o-Lantern. Jack has fortified his pumpkin patch with magic bringing it to life to ward off the devil from claiming his soul once and for all. Objectives: *Destroy the Crucifix - Artifact keeping the Devil out of the Pumpkin Patch *Release Satan - The devil himself shows up singing "Bat Out of Hell" by Meatloaf *Defeat Stingy Jack *Retrieve the First Jack-O-Lantern (Giant Monster: Eochi [Optional task not needed to complete mission]) Notes: Stingy Jack's Pumpkin Patch was originally created as a stand-alone AE mission that had been deleted due to mechanics issues and user inexperience with the AE system. But the story is back as a Halloween Heist Special Mission brought to you by the Getaways (for a limited time only)! Happy Halloween!
  10. Looking forward to having you play through these missions! While made for/by my villain group the Getaways, the missions are supposed to make everyone feel like a Getaway. These are my first attempts to create content in the AE, so I look forward to your feedback and hope you enjoy them!
  11. Mostly play as any of my villains in the group known as the Getaways. Their theme song for running mayhem has always been “Crime Spree” by Masked Intruder.
  12. I think the family raid zone event in st martial is bugged. No longbow spawn outside. It says to rob the family defeat the family goons 0/20 steal the family supplies 0/5 when you enter the casino it is empty, no family no supplies. it has been stuck like this since Saturday on the everlasting server.
  13. The Getaways: Cartel Arc ID: 51674 The Getaways were keeping tabs on a drug trade cartel with Insider Sofia LaGnomas infiltrating their ranks. Sofia a skilled chemist has done extensive research on the drugs Superadine and it's Praetorian counterpart Fixadine. When Sofia learns of the mutations caused by superadine abuse she burns her cover and swaps their formula for Dr. Sheridan's Fixadine one to treat the negative effects of Supes addiction and abuse. When the Cartel learns of this betrayal they attempt to kill Sofia with a lethal dose of Supes, but what doesn't kill her makes her stronger, turning Sofia into something else. Part 1: Sofia LaGnomas The Accomplice send villains to a reformed 5th Column Headquarters in Cartel territory to rescue their Insider Sofia and take control of the Cartel's drug manufacturing operations. Part 2: Sicarios The Drug Lord has mobilized his forces sending his Sicario's through drug runner channels to an airfield in Striga Isle in pursuit of the Getaways, and to reclaim his drugs and Sofia. Strike first before his forces can organize their hunt. Part 3: Payroll Searching for the location of the Drug Lord has gone cold. Sofia lends intel that the Policia are on the Cartel's payroll and keep files on the Cartel. Enter the Police Station and hack their network to find the location of the Drug Lord, and while there steal the Cartel's payroll money. Watch out for the corrupt Police Chief operating under the umbrella of the Cartel. Part4: The Drug Lord With the location of the Drug Lord discovered, Sofia has escaped the Getaways safehouse to dish a little revenge. Travel to the Drug Lord's mansion and join Sofia in this end game to Cartel operations and claim the drug trade for the Getaways. Notes: This mission is meant to be an introduction to the character Cartel a.k.a. Sofia LaGnomas. The newest member of the Getaways villain group and my growing list of character alts.
  14. Just finished 1.1 - Missing in Mercy - Arc ID: 35842 - 1-10 Final. Can’t wait to run more! The story was great and the missions were fun. I really like the dialogue and storytelling in between the missions. Keep up the good work!
  15. my villain group the Getaways has inside men and women as their henchmen. while not level 2 they may walk around hero side and blend in with civilians and take normal jobs to serve as recon and sureveillance for upcoming heists.
  16. The Getaways: The Vegas Wake Up Call Arc ID: 50509 The Insiders are the henchman and henchwomen of the Getaways villain group. They have decided to plan a casino heist taking a play from the playbook of the Getaways' mastermind and backer the Accomplice, The Vegas Wake Up Call. In the process of running a heist they uncover a front that threatens St. Martial. Phase One: The Distraction The Casino Quartet have taken residence in the Marchand Offices and manage/oversee a franchise of small casinos in the Jackpot neighborhood of St. Martial. The Accomplice calls in a favor and places a criminal fixer on retainer. Join the Inside Man and Wormy (the Family) as they plant evidence (corpses/Wormy's Laundry) throughout the Marchand Office Building before the Accomplice tips off authorities to create the distraction that will keep the casino owners and authorities occupied during the string of casino heists. Phase Two: The Casino Heists With the most of the Casino Quartet in custody and longbow raiding and investigating the Marchand Offices the heist is underway. Join the Insiders and hit the 4 casino vaults for the payday. Discover the secrets the Quartet was hiding that allowed them to rise to fame in the Jackpot neighborhood of St. Martial and put an end to their operations. Notes: The first map is larger than I would like and despite it not functioning as I intended the location in St. Martial serves the story line. My hopes are that the short maps in the heists of Phase 2 will forgive the use of the larger map in Phase 1.
  17. Most of my redside characters use the money bag backpack to carry their loot. Counterfeit uses the money bag for cash withdrawals and stealth belt and harness for his traps. also he creates duplicates of himself when the situation calls for assistance. While Poor Man’s Grenade uses a post apocalyptic belt with pouch to carry a minibar as alcohol fuels his fire powers. The Accomplice is a criminal mastermind/retired thief so he doesn’t like to get his hands dirty anymore with the grunt work. He just hires a thug or calls in a favor. the speedstress Jay Walk just races back to the safehouse and returns with needed items
  18. Just finished. I really liked the retro look with the WWII theme. Liked the mysterious figure at the end and curious to know what happened in the aftermath (trying not to bring spoilers).
  19. The Getaways: Confidence Games - The 3 Card Monte Missions Arc ID: 45278 The playing card themed villain group the House of Suits puts out a call for help to an old friend, the Accomplice. Join the Getaways as they answer the call to assist the Accomplice's old alliance. Survive the Shill game, avoid turning over jacks, find the ladies, and go double or nothing against Montague Cards III, the man pulling the strings behind this confidence game. Part 1: The Shill Game Investigate the ship where the House of Suits put out their distress call while evading Interpol. You arrive too late to find the Kings of Suits slain and the Queens taken. Spring the trap and take on the international assassin the Shill and her army of puppets. Part 2: Turning Over Jacks Inside information has tracked the Jacks back to an Interpol office out of Khalisti Wharf. Enter this head on assault of Interpol to recover information on the location of the Queens of Suits, the Dames and dish a little payback on the Jacks. Part 3: Find the Ladies! Interpol information uncovers the location of the Dames to an abandoned submarine station awaiting extraction while Special Agent Bonneteau tries to cut through the red tape and avoid international incident. Part 4: Double or Nothing Bonneteau reveals this entire operation has been played out by a former House of Suits member Montague Cards III. 3 Card Monte was left behind in the House of Suits escape from the Zig through Arachnos and set the events in motion to take revenge on the House for his abandonment. Break into the Zig and finish this confidence game once and for all. Notes The events of the Confidence Game introduce the Dames (Judith, Rachel, Argine and Pallas) as the newest members of the Getaways villain group.
  20. The Getaways: The Origins Missions Arc ID: 49938 (Now playing at an Architect Entertainment Terminal near you!) Join the criminal mastermind, the Accomplice as he recruits criminals for his heist team the Getaways! Form the crew and lead the team on their first heist making you the first Getaway. Part 1: Counterfeit After forging his way on to Arachnos' list of destined ones Faux DeCoy is abandoned by the spiders to become their scapegoat. Part 2: The Molotov Man Poor Man's Grenade is an alcoholic with a gambling problem and owes just about everyone in St. Martial infamy. The Casinos have sent in the hounds to collect on his debts. Part 3: Jay Walking Jane Walker the speedstress known as Jay Walk is arrested by Paragon TaxiBots. Take down the Taxi Co. and provide Ms. Walker with a Getaway before she is turned over to the FBSA. Part 4: Insiders and Alibis Criminal lookout and fixer the Alibis attempts to beat City Hall in her attempt to protect the identities of her Insider henchman/woman. Part 5: The Portal Corp Heist The Getaways seek to establish their own teleportation network in order to stay one step ahead of the heroes and their travel powers. Notes This is an origins story about the formation of the Getaways villain group (a collection of my redside characters). Feedback is always welcome and greatly appreciated.
  21. Tiki bar /BBQ place for Straw, Sticks and Bricks. Thanks to Big Bad Wolf for cleaning the place out!
  22. Hansel and Gretyl. Don't take candy from strangers. But if you don't take my word for it, be sure to eat your vegetables!
  23. Got a little base work in today. Next story has been added.
  24. Working on Snow White but have only got the evil queen's tower and the glass coffin. This story will teach Fairy Tales a spell for ressurection.
  25. The next story is a tale of the responsibilities of magic.
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