Squaring off, neither man wants to make the first move. Frank swings the first punch, a low body shot aimed below Richards belt(4+3ST+1 (bonus)) vs (3+4EU+2(pain)). The punch is firm and well directed, but Richard neatly steps back absorbing the blows momentum on his upper groin. Seeing his chance to attack, Richard hunkers down and swings a trademark wild right hand at Franks head (5+1ST) vs (1+1AG+1)bonus). It slaps home against the side of Franks head, and he staggers back, visibly stunned stunned: -1 to rolls for rest of fight). Close in, Frank aims another massive body shot as Richerds flabby midriff (1+3ST+1(Bonus)-1(stunned)) vs (6+4EU), but the blow lacks power and Richard is able to take hold of Franks arm, bringing the forearm down on his knee (5+1ST) vs (6+1AG+1(bonus)-1(stunned)). However, Richards technique is sloppy, and Frank is able to reverse the arm hold and takes control over Richards arm. WIth the arm firmly in his graps, Frank looks to execute a wrist lock (1+3ST+2(grapple)+1(bonus)-1(stunned)) vs (6+4EU+2(pain)-1(tired)), but he is able to exert almost no force, and Richard can more than cope with it. Franks head is left dangerously exposed by the sloppy arm hold, and Richard looks to drive his free elbow into Franks face (5+1ST-1(tired) vs (3+1AG+1(bonus)-1(stunned)). Frank is able to react quick enough to cover his head from the blow, but this does mean he has released Richards arm. Squaring off again, Frank looks to drive another fist into Richards lower body (2+3ST+1(bonus)-1(stunned)) vs (1+4EU-1AG-1(tired)), hitting under his ribs and winding Richard (-1 to all rolls for rest of fight). Visibly gasping for air, Richard is getting desperate and puts his whole bodyweight into another wild haymaker (3+1ST-1(tired)-1(winded)) vs (4+1AG+1(bonus)), but Frank is able to catch Richards arm out of the air and just like Richard did earlier looks to bring it down on his knee (4+3ST+2(grapple)+1(bonus)) vs (5-1AG+4EU-1(tired)-1(winded). The blow is not strong enough to break bones, but does hyper extend the elbow joint (pain check vs 4EU+2(pain)-1(tired)-1(winded): 5 = failed, but no injury). Frank somehow manages to get Richard to tap out, and there is no lasting damage to the elbow. Richard has gained the skill: Grapple Defender: +1 when defending against holds. Frank has gained the skill Basic Blocking: +1 to blocking punch rolls if the attack rolls 3 or less before bonuses.
Chuckie just knew Dan would rush him (ROLL PASSED). He was not dissapointed - Dan went straight for him, head down, arms out, looking to take them both down (5+0SP+1(first attack)+1(tackle) vs (6+1SP+2AG). Unfortunatly for him Chuckie is too quick and too agile - he neatly stepped out of the way, and attempts to land a roundhouse on Dan's head as he passes... (5+1ST+3(kung fu)) vs (6+0AG) which connects with a wet crack, opening a cut on the side of Dans head, leaving him dased and confused looking (-1 to all rolls for rest of fight). Dan knows he needs to keep the fight to close quarters if he wants to avoid getting badly hurt, and hunching down he darts forward to chuckie looking to grapple him to the floor (1+3ST+1(tackle)-1(dazed)) vs (6+1ST+2AG), but Chuckie proves to be too elusive, evades Dan's clumsy grasps and shoves him off into striking range again. Looking to end the fight, Chuckie aims a side-kick at Dans left knee (5+1ST+3(kung fu)) vs (3+0AG-1(dazed)), which crumples from the force of the blow, Dan's face contorted in agony (injury check: 6+1EU = passed) - the fight is over. Dans knee will be tender for a day or two but there is no permanent damage. Thanks to his fighting experience, Chuckie has lost the trait "Not the Brightest" and as a result has moved to 0IN.
The stance of the two men at the start of the fight could not be more different - Lee in a traditional bunched fists shape, facing Lewis, in a crouched animalistic pose... each time lewis makes a move forwards, Lee makes one to keep himself distant, with neither men offering the other an opening (tie break roll: (6)Lee Vs (2)Lewis). As Lewis makes one of his short forward bursts, Lee neatly steps to the side and looks to land a stiff straight punch into the side of Lewis' head (2+0ST+1AG+1(punch)) vs(1+1EU+1AG). The blow hits home, but not with a great deal of force against a pretty hard part of the human body, and Lewis is not hurt by it. Looking to return the blow, Lewis lines up a massive front kick to Lee's midriff (3+1ST+1AG) vs (6+0SP+1AG Insta-skill: Novice counterattacks: +1 to rolls which form a counter attack), but the kick is sloppy, and Lee is able to take hold of it against his body. Looking to fight clever Lee then looks to take Lewis' standing leg from under him with a trip (5+0ST) vs (2+1AG). This works well, planting Lewis onto his back, with one leg held by Lee. Lewis uses his free leg to try and kick Lee as hard as he can in the chest (4+1ST+1AG) vs (3+0SP+1AG), and whilst this manages to get Lee to release the held leg, it doesnt drive him away enough to buy Lewis enough time to get to his feet. Moving as fast as he can Lee looks to mount Lewis at the head end and drive a thumb into his eye (2+0SP) vs (1+0SP+1AG), but he is not quick enough and Lewis starts getting to his feet by the time Lee has taken hold of his head in a crude headlock. Turning his head slightly Lewis is able to get his mouth to Lee's upper arm, latches on (5+2(dirty)) vs (5+0EU) and bites down - whilst he can not exert much force due to the firm hold Lee has on his head, it is enough to draw blood and inflict enough pain for Lee to release his grip in order to prevent further damage to his arm. Incenced by his opponents unsettling bite, Lee aims a hook at Lewis' exposed kidneys before he can turn and defend himslef fully (3+0ST+1(punch)) vs (3+1EU), but whilst the punch hits home the fact that Lewis is moving away from Lee reduces the impact signifigantly. Lewis then looks to gamble - if he can time his turn just right he can use it to drive an elbow at his advancing opponent... (6+1ST+1AG) vs (1+0AG) - Lee's inexperience at fighting shows as he walks right into the huge elbow strike (injury check: 1+0EU = failed), which splatters his nose across his face as he falls to the floor. The fight is over. Lewis has gained the skill OmNomNom: +1 to biting rolls. Lee has gained the injury Broken Nose: -2 to all rolls until treated.
As the fight begins Mathew rushes towards Mason, with Mason looking to dodge to the right... (3+1ST+1SP) vs (5+1ST+1AG), with Mason just about managing to get out of the way of the younger man. Mason is well aware that Mathew has a weak right leg and aims a low kick at the knee joint, looking to keep him off balance (2+3ST+1(kick)) vs (4+0EU-1(knee)), and the impact clearly hurts Mathew, who visibly begins to limp (-1SP for rest of fight). Despite the pain in his leg, Mathew looks to rush Mason before he has regained his balance (1+1SP-1SP+1AG) vs (6+1AG+1SP), but Mason finds it easy to evade the clumsy rush, gets in behind Mathew, and looks to strike a close range knee into the rear of Mathews weak leg before he can turn (1+3ST) vs (3+1AG-1(knee)) but clumsily blunders into the back of him without striking the knee, knocking Matt to his knees. On the floor, Mathew turns as quickly as he can and looks to grapple Masons legs to bring him to the ground (6+1ST) vs (1+3ST), and this works well with Mason landing on his side with his legs bound up by a kneeling Mathew (Skill check - grappler: 1 = failed). Thanks to the akward position, Mason finds it tricky to land an attack, and instead makes a desperate effort to get his legs free (2+3ST) vs (1+1ST), successfully working them free, getting to his knees and knocking Mathew onto his back. Mason is in rage of a kick though and Mathew lashes out with one from flat on his back (1+1ST+1AG) vs (1+1EU+1AG), but it was a tricky shot to land and Mathews foot slides off Masons side harmlessly. The missed kick exposes Mtahers groin, and Mason drives his elbow towards it (6+3ST) vs (2+1EU). It his home, and the impact causes enough pain for Mathew to tap out (injury check: 3+1EU = passed). The clumsy nature of this fight is reflected by the lack of any skill gains for either fighter.
Respecting the stocky mans strength, Sanda initially keeps her distance, knowing he is not the fastest nor most agile opponent (ROLL PASSED). Jack circles to keep himself on the left side of Sandra, knowing how dangerous she can be. Suddenly he drops his shoulder looking to tackle Sandra by the legs (2+3ST-1SP) vs (1-1(eye)+2AG). This works in a clumsy manner, with Sandra left standing on one leg, off balance with Jack holding the other around the knee, hunched down. Sandra elects to use the mans weight against him, and throws her bodyweight forwards while looking to use her free leg to trip him onto his back (5+2ST) vs (3+0AG). Jack lands flat on his back, Sandra above him in a dominant mount position, with the impact driving the air out of Jacks lungs (Winded: -1EU for rest of fight), but he still has hold of Sandra leg. Adjusting his grip Jack looks to twist Sandra's ankle (1+3ST) vs (5+2EU+1(bonus)), but one hand is not capable of doing much damage to a joint by itself, and by lowering his arm he has left his head dangerously exposed. Seeing this, Sandra looks to apply an arm triangle choke hold (4+2ST) vs (1+1EU-1EU), and as his air supply is cut off Jack panics and taps out. Sandra has gained the skill newbie grappler: +1 to grapple rolls if a d6 check rolls 3 or better.
Character Update:Richard Leroy. 6ft. Stocky. 43 yr old drunk.
Attributes:
Strength +1, Speed +1, Intelligence +0, Endurance +4, Agility -1.
Skills:
There is blood in my alcohol system: +2 to all rolls defending against pain.
Gutbuster: Will tire during long fights. -1 to all rolls if fight goes on longer than 4 phases.
Apprentice Bomberman: all explosive rolls have a d6 rolled as a check, with anything other than 1 giving a +2 bonus. A roll of 1 means it goes bang in your face...
Grapple Defender: +1 when defending against holds
Rap Sheet:
x1 Murder
x1 Arson
x1 Shoplifting
Frank Estaloo. 6ft 2. Hirsute Yank.
Attributes:
Strength +3, Speed +0, Intelligence +1, Endurance +0, Agility +1
Skills/Traits:
Fear of rejection: Gains a +1 to all rolls in fights following a defeat, to a maximum of +3 (3 defeats in a row)
I just want to fight: -1 to all rolls outside of a fight.
Competent Grappling: +2to all grappling attacks.
Really Bad at Art: When preapring a painting etc, a d6 roll determines if it is any good - a 6 would make it "satisfactory", anything else means it is pretty bad
Novice Woodsman: +1 to axe rolls
Basic Blocking: +1 to blocking punch rolls if the attack rolls 3 or less before bonuses
Frank is carrying:
1 Knuckle duster (+2 to punch attacks)
1 hand axe (rolls of 4, 5 or 6 when attacking can cause serious injury or death)
Rap Sheet:
x1 Trespass
x1 Vandalism (graffiti)
Chuckie Norris. 6ft. Slim. 25 yrs old. Beard. Likes denim.
Attributes:
Strength +1, Speed +1, Intelligence +0, Endurance +1, Agility +2.
Skills/Traits:
Skilled kung-fu: +3 to all strike based attacks.
Junior Bomberman: +1 to any explosive rolls if a d6 check is better than 1. 1 means it goes boom in your face.
Grenadier: +1 to throwing things at people
Rap Sheet:
x1 arson
x9 murder (! - I cant belive your rolls let you get away with that - !)
Dan Ackland. 6ft7. Tall. Large. Generic young Caucasian.
Attributes:
Strength +3, Speed +0, Intelligence -1, Endurance +1, Agility +0
Skills/Traits:
Berserker: first attack of a fight gets +1 bonus.
Not the brightest: skills require 2 uses to reach +1 level.
Ground Pounder: +1 to attacks in the mount position.
Tackler: +1 to all tackling rolls.
Rugby Player: +1 to contact sport rolls.
Dan has a Beat Up GM Van, $650 in cash and a $750 debt due in 2 turns
Lee Ross. Mister Brown, Mister Forgettable.
Attributes:
Strength +0, Speed +0, Intelligence +2, Endurance +0, Agility +1
Skills:
Quick on the uptake: A roll of 3 or above when using any skill for the first time gives an instant level up.
On whose authority?: +1 to any rolls against those in positions of authority (e.g. cops, etc.)
Fights Smart: +1 when attacking weak spots
Novice Kung-Fu: punches gain a +1 bonus
Novice counterattacks: +1 to rolls which form a counter attack
Lee has gained the injury Broken Nose: -2 to all rolls until treated.
Lewis Shebowski. Athletic, intimidating, intense.
Attributes:
Strength+1, Speed +0, Intelligence+1, Endurance +1, Agility +1.
Skills:
I am an Anarchist: +1 to all rolls involving law breaking.
Adrenaline Junkie: If injured, a d6 will be rolled. An even result gets you a +2 to all rolls for remainder of fight due to adreanaline hit. An odd result gets a -2 to all rolls for rest of fight due to sloppy risk taking.
Fights Very Dirty: +2 to all rolls against "soft spots"
Kick them while they are down: +1 to rolls against vulnerable opponents.
OmNomNom: +1 to biting. Stacks with dirty attacks depending on target of bite.
Rap Sheet:
x1 Public order offence
x1 Assault and battery of a police officer.
x1 murder
x1 assault
x1 theft
x1 breaking and entering
Mathew Pink. Young, slim, mean, generic.
Attributes:
Strength +1, Speed +1, Intelligence +1, Endurance +0, Agility +1
Skills:
I Got Smarts:When using any skill (e.g. bomb making, which is suddenly very popular), a second roll of d6 determines if you get an immediate skill up. Rolling a 5 or 6 gets you the extra level. Does not apply for physical attributes.
They Know Me Down At The Airport: +2 to rolls taking place at the airport.
Trick Knee: -1 to right leg rolls.
Mason Perez. 5ft 10. Slim/toned. Latino.
Attributes:
Strength +3, Speed+1, Intelligence +0, Endurance +1, Agility +1
Skills/Traits:
Rage: +1 to offensive rolls following injuries. -1 to defensive rolls following injuries.
Ambitious: +1 when using a skill for the first time.
Novice Poultry Worker: +1 to slaughterhouse activities.
Novice Kickboxer: +1 to all kicks.
Mason is carrying x1 Knuckle duster (+2 to punch attacks) and wearing a pair of heavy workboots (+1 to attack and defense rolls for feet).
Rap Sheet:
x1 criminal damage
Sandra “Puma” Wrightson. 5ft 8. Tough. Generic Caucasian female.
Attributes:
Strength +2, Speed +0, Intelligence +0, Endurance +2, Agility +2
Skills/Traits:
Cold, hard, survivor: +1 to any resilience checks (e.g pain rolls etc)
Eye for an eye: -1 defensive rolls to attacks on left side due to damaged eye.
Dodging Bombs: +1 to all defensive rolls when mounted.
Urban Warrior: +1 with all explosives, and +2 if a skill check rolls a 4, 5 or 6
Light Fingers: +1 to shoplifting rolls
Newbie Ninja: +1 to covert moves
Newbie Grappler: +1 to grapple rolls if a d6 check rolls 3 or better.
Rap Sheet:
x1 Arson
x1 Trespass
x1 Public Indecency
Jack Dendy. Young. Short. Stocky. Strong. Innocent.
Attributes:
Strength +3, Speed -1, Intelligence +0, Endurace +1, Agility +0.
Skills/Traits:
Moral Principles: -1 to any roll which could affect those Jack considers innocent.
Greco Roman: +2 to all fight rolls when in dominant position on floor.
Glass Nose: -1 to al facial injury checks.
Outstanding Issues:No homework assignmets were earned this week.
All characters get the usual midweek action opportunity.
Mason has done some shopping, buying heavy steel toed work boots, x8 boiler suits and a pair of brass knucles (costing $180) Sandra has done some shopping, buying x8 bandana and x8 radio, (costing $350)
Tyler reminds all members of Project Mayhem about the current outstanding mission.
Chuckie has invited all members on a riad of the Norris mansion. Anyone interested will be rolled into this as an extra midweek action in addition to your usual midweek and Project mayhem work.
Project Mayhem Update:
1. You do not ask questions about Project Mayhem.
2. You do not ask questions about Project Mayhem!
3. No Excuses.
4. No Lies.
5. Trust in Tyler.
Richard Leroy
Sandra "Puma" Wrightson
Mason Perez
Frank Estaloo
Jack Dendy
Lewis Shebowski
Chuckie Norris
Mathew Pink
Basement: One large empty workspace, storing some explosives and associated ingredients.
Garden: Dirt patch, greenhouse, ambulance filling driveway.
Ground floor: Kitchen (storing some bladed weapons), Large open living area with cash fund stashed in it. iPad with internet connection on table.
First floor: Bathroom, bedroom with 6 bunks, bedroom with single bed
Second floor: Storeroom, Tyler's Bedroom, another single bedroom
Attic: Empty, apart from one bag of swimwear, some radios, boiler suits and bandanas.
$3530 in cash.
x3 home made flashbangs
x1 lighter
1 ltr Nail polish remover
x10 500 ml bottles of hairspray
5 ltrs pool cleaning solution
x2 large knives
x1 meat cleaver
x2 knuckle dusters - held by Frank and Mason
x1 Heavy work boots - worn by Mason
x8 Bandana
x8 Radio
x8 boiler suits
x1 hand axe - held by Frank
x2 petrol bombs
x1 bag of female swimwear
x1 contact details of hacker (Jules, via Sandra)
x1 hand drawn plan of the Museum
x1 fully stocked ambulance
x1 dose of awesome painkillers (cancel injuries for 1 turn)
x1 iPad
Art used to mean something. Great works by great humans celebraing our greatest triumphs, hopes, fears or failures. Now it is a joke, fed by the undeserved rich, throwing thier money away for junk with no soul. Point this out to the brainwashed masses - turn the Museum of Modern Art in the city centre into its own "installation".
- There are no visible security guards on the main entrance, but it is overlooked by a camera
- The main lobby area is lined with smaller items, and has a central staircase leading upwards to the upper floors where the art can be found, and downwards to a cafe and staff areas. Next to this staircase appears to be some kind of security desk.
- Each floor has one guard on a circular patrol. Mason was not there long enough to see if there is any kind of duty changeover
- The central staircase links all floors - the gallery floors are wide walkways in a square shape around the central stair cluster, with floor to ceiling windows on the outside. A crew of windowcleaners was visible outside the building in a cradle.
- A camera overlooks the way in and out of each floor, but does not cover the exhibits themselves.
- There are 5 floors, each floor themed around a particular medium. Mason forgets the details about what was on each floor as he cared little for the style of art, but did notice the presence of a sprinkler system.
- The central staircase continues to the roof, where there is a fire escape down the back of the building into an alleyway
- The building has a large rear door with a smaller door built into it, locked via coded keypad, seemingly used as a staff entrance and a delivery door.
- the stairs continue downwrds to an underground level
- The underground level is built around one long striaght corridor. One side has a cramped staff room, 2 small admin offices and toilets.
- On the other side of this corridor is a cramped cafe area
- The corridor leads to a service lift, which rises up to the large rear door and small loading area