((yesss no rangers. They were the hardest to do, and now I can skip'm!))
Location : The Cartel, auxiliary base 56-&eTime : 1430 Imperial time, fifth day of the fourth month, year 5660Ten people of various sizes and appearance are in a shrouded room. There is a single spotlight trained on a round, white table, solid and with no legs. There are five kinds of weapons on it: revolvers, semi-automatic pistols, handcannons, what seems to be a cross between a crossbow and a pistol (a 'bowgun'), and a scattering of miscellaneous items including a small rocket, a backpack, a heavy rifle, and round bombs.
The ten are facing the table, behind which stands a higher ranking member of the Cartel. He has just finished congratulating the tens' promotion to a regular member of the Cartel, explained their new profit cut (which has been generously raised from one-tenth a percent to one percent) in a tone that suggested any words on this matter will be violently answered. After briefing the ten on the current enemies and goals of the Cartel, he taps the table.
As part of the promotion to a regular member, he says, you may opt to receive one pair of weapons from the Cartel, free of cost. Which is rare, he adds, and
should be accepted. The implied 'or else' is evident in his shadowed expression. The one-hundred credits given as part of the promotion can be spent on equipment that will help in your new endeavors, which will be explained briefly.
He clears his throat.
"
As you may have experienced, non-standard Cartel members run as foot troopers to raids, guard unimportant facilities, be cannonfodder, suicide attack heavily Imperial-guarded caravans, lead riots as cover, blowing low-strength targets up with extremely high-strength explosives, steal from the middle of a city, and do otherwise unsavory jobs for a measly one permil. This will all change. You will freely form groups of two to four among yourselves, and freely take on missions to the Underearth for smuggling, or opt to stick to the Upperearth and undertake missions that factor into the long-term profit of the Cartel. These missions may include research regarding the Sky Tower, or infiltrating Imperial strongholds. All of the missions are very, very, dangerous; thus the tenfold pay increase. Do well, and you shall be rewarded. The list of available standard equipment per your specialty, and survival equipment is available in the folders you each have. Choose intelligently. I shall return in exactly one hour. Acquaint yourselves with each other. Ask any questions through the sound pipe."
The Cartel member leaves through a hidden door, disappearing. The lights go up and slowly increase in their white brightness, revealing the room to be a round room with various brass pipes as a ceiling and with stone tiled floor.
Green items are those that generalists may choose.
All standard equipment is free of cost.
Robotics
LEGO kit (Lectric Ebullient Gunnery Operations kit. Standard equipment for robotics.)
R-78 Landrunner
Suicide Initiative
R-70EZ Timebomb
Emergency Landrunner Deployer
Heavy Weapons
MOO platform (Multi-Operational Ordnance platform. Advanced weaponry system that changes into a suitable operation mode. Standard Launcher equipment.)
M-137 gatling gun chip
M-3 flamethrower chip
Cannonball technique
Steyr AMR
Tactical
Ammo belt (Standard equipment for spitfires. Stores magic ammo and grenades.)
G-14 Buster
Bouncing bullets
Frost bullets
Blazing bullets
***Note that all standard equipment provided by the Cartel is merely 'standard' equipment. Other innovative, unique, or creative weapons may be constructed for an additional cost at any Cartel armory. Inventive weapons that find wide-spread use may be rewarded.
This list has equipment that must be purchased at an additional cost. Again, innovative, unique, or creative equipment may be constructed at any Cartel armory.
Survival Kit :: Ammo, rations, flint&steel, rope, dagger, health potion. Recommended. 30 credits
MOO platform :: 40 credits
Ammo belt :: 40 credits
LEGO kit :: 40 credits
Retrieval rocket :: Used to return from Underearth to Upperearth. One-use. High chance of malfunction. 20 credits
Parachute :: Used to descend from Upperearth to Underearth. 10 credits
Sinker :: Used to sink to the 'bottom' of the Middleocean. One-use, may be used as scrap. 10 credits
Smokebomb :: A bomb that emits large amounts of fog and steam. Useful for getting away quickly, especially when applied copiously to the face of the opponent. Five for 10 credits
Sticky C-4 :: An explosive that sticks to anything, including humans. Three for 20 credits
Balloon bomb :: A bomb that causes a large nonlethal explosion to occur, flinging everyone everywhere. 10 for 10 credits
* Trade route : Acquire technology. Trade for magic. Sell to 'friends'. Profit (Of course, most of the profit is the Cartel's).
* Raiders : Flush out the Imperial influence from an outlying settlement. The more painfully and efficiently the task is done, the better the rewards.
* Running the Blockade : Attempt to pass Sky Tower's blockade. Most possibly die. Never succeeded before. Most greatest rewards. One of the few missions that are not punished for failing.
The Cartel wishes to inform the reader that edits may be added to the end of this post.
All questions will be answered promptly.