ActionsDetermined to get more force behind his blows, Chuckie heads downtown to find somewhere to work out. He settles on a satisfactory looking Dojo, and heads inside to hit the pads. The first thing he notices as he steps onto the mats however, is a large portrait of his father looking down on him from high on one wall. Enraged, Chuckie lashes out at a training dummy with a range of kicks and punches (6+ 2(kung fu) +0ST -1 (arm). The intense work out allowes Chuckie to gain +1ST and advance to Skilled Kung Fu level (+3)
Mason made sure to get to the junction where the day labourers hung out early, and was one of the first to be offered work by the slaughterhouse driver as a result of his efforts last week. However, this week they were not dealing with chickens - today they were expecting dozens of beef cattle. Mason was asked to handle them off the trucks and into the holding pens. This was not easy - the cows were big, strong and stupid, and needed to be forcefully manhandled through the gates into a pen, and on occasion one would lash out and go a bit nuts. It was a long hard day, (5 + 1 (slaughterhouse bonus) + 1ST + 0AG), but by taking the bull by the horns (pun!) and dodging a fair few angry hunks of beef Mason earned his $150 roll of notes. In addition, Mason gains +1 ST and +1 AG
Finding a quiet terminal in the city library, Richard settles down with a pen and notepad to brush up on some rudimentary bomb making. Initial efforts are hampered by a blocking system (3+0INT), but this does seem to work around a list of blocked sites. By eliminating the first 5 or so pages of search results richard is able to find enough info to be able to make basic molotov cocktails and nail bombs, though some practice will be needed in thier use before he can truly call himself a bomber.Richard has gained the Skill of Junior Bomberman: all explosive rolls have a d6 rolled as a check, with anything other than 1 giving a +1 bonus. A roll of 1 means it goes bang in your face...
Clearing the history and leaving the library, Richard heads to a builders merchant near the industrial district and enquires about thier stocks of propane (1). The manager informs him they have plenty, but in 50 Kg bottles at $90 each - too heavy and too costly. Frustrated, Richard has a quick look around for other possible fuels, and his eye is caught by lage bottles of methylated spirits and paint thinners. Richard resolves to grab a bunch of these and make a run for it (4) Another customer is adequatley distracting the manager, so taking 2 large bottles in each hand Richard discretley slips out the store with his fuel. High on adrenaline, Richard resolves to act now, and walks with haste to an old haunt of his - "Joe's" - a store run by someone Richard once considered a friend in his dark days, but no longer. It is early evening by the time he gets there (6), and the streets are deserted. Thinking that this was all too good to be true, Richard covers the lower walls, window frames and doorways with his industrial solvents before heading inside with a wide smile on his face to see Joe. "Well, if it isnt you..." begins Joe, before Richard cuts him off. "Save it Joe. I need a bottle. Vodka. and a Cigar. Oh, and throw in a lighter. On my usual tab please" (5). Joe is more than willing to provide, as he has milked Richard for thousands of dollars over the years. Richard shuffles back out, and sits on the kerb opposite the store to enjoy the cigar. He opens the bottle of Vodka, and is sorely tempted by the smell of the alcohol (5), but remebers Tylers words - he was better than booze. Pouring some away and using a soaked sock as a fuse, he uses the Cigar to light it (4+ (Skill check:6, so +1)) before hurling it in a wide arc across the road to smash against the door. Within moments the building is up in flames, and the sound of smashing glass inside gives away that the demon drink inside is just fueling the inferno. Joe runs out, clothes burning and screaming. Knowing he made no effort to save your life from booze, you make none to save his, and as he falls to the floor. Richard jogs away sticking to side streets as sirens race in the other direction. Richard has aquired a lighter and been invited to join Project Mayhem
Like so many of those before him, Jack turns to pounding the streets to shift some weight and improve his fitness. Resolving to keep a brisk pace, his route takes him past a burnt out convenience store where he notices Sandra amongst the ruins but thinks better of trying to get her ttention... (4-1EU). The pace of the run does limit the distance he can cover, but it does have an effect - Jack gains a +1 to EU (taking him to 0EU)
Frank heads to the city library, determined to learn from the best. As he enters, he passes Richard, moving with determination in his step. Save for a small nod of acknowledgement, no greeting passes between the men, as both knew outside the club that they were not the same people as when they were inside the club. Settling at a terminal, Frank YouTubes a series of videos, ranging from Greco-Roman wrestling to Israeli SpecOps training (6+0IN -1 (not fighting)) He begins to notice how skilled fighters adjust thier body position, and manage thier weight, and pays particular attention to how big men can use thier inherent size advantage. As a result of these lessons, Frank can now fight smarter: +1IN
Tense, Dan heads back to the Rugby ground, where he makes the sensible choice to stick with the rest of the forwards working on rucking, mauling and crash ball situations. In his element, he performs really well (6+3ST), and at the end of the seesion is happy to see his name down as starting at number 4 for next weeks home game. The appearance will earn him $300, with a $25 win bonus and a $10 bonus should he score any tries. Dan has earned the skill Tackler: +1 to all rolls attempting to tackle an opponent
A search in the newspaper classified ads, craigslist and gumtree fail to turn up any vans on offer for free (1 -1IN). The cheapest beat up GM van (with issues with its brakes) is $500. In desperation, Dan takes out a payday loan via the internet. The $500 needs to be payed back by the end of the month (4 turns), plus interest taking the amount to $750 or the van will be repossesed. Dan has obtained a Beat Up GM Van, and been invited to join Project Mayhem
Considering how she will go about her homework, Sandra heads downtown via the industrial district for a run. Looking to increase her agility, she throwns in a few Parkour moves (1+2AG) in addition to simply pounding out the miles (5+1EU). Whilst she gains little from leaping from benches, Sandra does earn +1EU for covering a fair distance at a strong pace. Her route takes her past a burnt out convenience store, past Jack (who she doesnt even acknowledge - why should she?). Stopping at the burnt out store she savalges (6+0IN) a slightly charred length of 2x4, 2 small bottles of Vodka (which would be easy to fashion into crude firebombs) and a small box of shotgun shells (x24) somehow undamaged by the blaze. Taking shelter in an abandoned warehouse nearby, Sandra found dismantling the shells for thier powder was time consuming (5), but yeilded enough explosives to pack into a vodka soaked cardboard tube with a crude fuse. In the dead of night she headed to the city centre, where her target stood out - a Prada store lit up in a garish display of overpriced cloth and leather. Without hesitation, Sandra rammed the 2x4 through the windows, setting off a high pitched alarm system. Before the security shutters could drop into place she lights and throws the 3 devices in (5). The glass bottles smash and spread buring alcohol over a wide area, before the IED bursts loudly in a shower of burining powder sparks. Hundreds of thousands of dollars of "high fashion" are burning, but Sandra is nowhere to be seen. She high tailed it out of there back to the abandoned warehouse (4) without being spotted by the approaching sirens. Sandra has gained a trait: Urban Warrior: +1 with all explosives, and +2 if a skill check rolls a 5 or 6, and has been invited to join Project Mayhem
Character UpdateSandra “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 5 or 6
Rap Sheet:
x1 Arson
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.
Dan has a Beat Up GM Van, and a $750 debt due in 4 turns
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.
Basic Grappling: +1 to all grappling attacks.
Chuckie Norris. 6ft. Slim. 25 yrs old. Beard. Likes denim.
Attributes:
Strength +1, Speed +1, Intelligence -1, Endurance +0, Agility +1.
Skills/Traits:
Basic kung-fu: +3 to all strike based attacks.
Obsessive: starting intelligence -1.
Muscle Strain: -1 to all right arm rolls for 1 turn.
Richard Leroy. 6ft. Stocky. 43 yr old drunk.
Attributes:
Strength +1, Speed +0, Intelligence +0, Endurance +2, 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.
Junior Bomberman: all explosive rolls have a d6 rolled as a check, with anything other than 1 giving a +1 bonus. A roll of 1 means it goes bang in your face...
Richard has obtained 1 lighter
Rap Sheet:
x1 Murder
x1 Arson
x1 Shoplifting
Jack Dendy. Young. Short. Stocky. Strong. Innocent.
Attributes:
Strength +2, Speed -1, Intelligence +0, Endurace +0, Agility +0.
Skills/Traits:
Moral Principles: -1 to any roll which could affect those Jack considers innocent.
Big Boy: +1 to all fight rolls when in dominant position on floor.
Mason Perez. 5ft 10. Slim/toned. Latino.
Attributes:
Strength +3, Speed+0, 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.
Mason obtained $150
Next Steps:The next turn will be a Fight Club turn. All members will be assumed to be attending unless otherwise specified - so far, only Chuckie will be sitting it out, resting his arm and at the batting cages again instead.
Following the Fight Club, we will have the usual midweek turn including any Home Work assignments. All members are free to suggest one action, which may include acceptance of the offer to join Project Mayhem at Paper street
Following that, Project Mayhem jobs will be distributed and played out.