"Thermite Window Incident"
TELL USSSS
It's been some time since we last played a session, so my memory about some details may be a tad fuzzy. Basically, some time since we crash landed on a world from the space station above, we were gathering intel on our situation and what caused the station to fall. Cover story was a meteor shower, but the truth was out there, and we were trying to figure things out. After we managed to get jumped by some guys that happened to know a bit about it, we tied them up and learned of a bar they had as a gathering spot that we could find more intel (of course, Roman was quite into his role as interrogator, using his cocktails of chems to coax some info out of them). Of course, the interrogation was happening while the others were already headed out to the bar to infiltrate it (e.g. bed the waitresses to get an in into the place). After my guy had his fun interrogating, he headed out of his ship, caught up with the rest of the team, but didn't want to further risk exposing themselves to any trouble, so he went to the back of the place to gain a different port of entry.
Naturally, the GM had to think ahead and have the window rusted upon my character's arrival. So, I played my "Ghetto-Chem" aspect/ability, explained what I was going to do (melt the lock/hinges of the window using the local materials available to make thermite), and I rolled high enough to make the stuff, but my execution rolled low enough to nearly burn the place down. That, or I successfully made it in, almost triggering security with the glow of the flames, but not getting their attention. Of course, the safe inside the office was locked, and there were no available options to get into besides waiting for the rest of the team to catch up (somehow get the documents inside, via manager, via hooking up with the staff (their rolls weren't the best guarantee)), waste what little time I already had to find out how to get inside the safe (key, code, lockpick, etc.), or melt the damn thing with what I still had made available (as stockpile for when I return to my craft, just in case, like thermite grenades or something). Naturally, I chose to melt the safe, which definitely alerted security when I nearly set the room on fire, but I did get into the safe, and nabbed the documents and bailed, returning to my ship.
Funny enough, everyone else ran back to my ship, I already had it fired up, we were ready to take off, and then a flashbang or gas grenade flew into my ship, and disoriented/knocked us all out. Upon waking up in the local police station, everyone was telling their own story, and I attempted to play innocent (since I wasn't part of the active party until much later on) and basically went off as if I was just about to take off, some ruffians jumped on board my ship, and all of a sudden all this BS started going on. Funny enough, I got called out for throwing everyone else under the bus. I would've gotten away with it too had I covered my tracks a little better (a camera got me running away from the crime scene). And that pretty much ended the session for the night, and we continued our story the following week from that point. Seeing as I pulled some shenanigans like that, the next session had to focus on my character and his development after pulling that move.
Basically, I knew a little more about chemistry than the GM (they had to fact-check my move (or at least see what thermite was/how it was made or made of); based on what I stated I was doing action-wise; it checked out), and that nearly knocked the game off the rails for a moment. Needless to say, the following session was fun. My dude ended up getting kidnapped after being processed by the authorities. Seemed the local gangs (or were they bounty hunters?) weren't too thrilled with my actions earlier. They must've frequented that bar or something.