Midweek ActionsThrough careful questions asked to his students(5+2IN), Lee learns about a dojo in the city centre that is highly regarded. Attenting there one evening after work, the interior is fairly nondescript, with the usual collection of training bags and floor matting, but a large portrait of Chuck Norris is quite attention grabbing, high above the sparring area. Lee joins in near the back of a beginner class focussed on footwork and straight punching (4+0AG, instaskill bonus). The class is short but intense, and at the end of it Lee has gained 1AG and earned the skill: Novice Kung-Fu: punches gain a +1 bonus.
Midweek Dan returns to the rugby club for another fixture. Early in the game (2+1(tackler)) Dan struggles to get involved and misses a few tackles, but in the second half (5+3ST) is far more effective, winning plenty of ball in ruck and maul situations, providing his tem with a platform to comfortably run out winners 30 to 13. Dan Has earned $325, and earned the skill: Rugby Player: +1 to rolls involving contact sports
Leaving paper street for another days work at the slaughterhouse felt unusual - like Mason wasnt part of the same world as those struggling to get by. Today the slaughterhouse was dealing with sheep - these animals were packed into trucks, and could be relied upon to make a break for freedom as soon as the ramp was dropped. Mason worked with several others in unloading the animals into holding pens, and willingly chased doen the skittish ones (1++1(meat bonus)+1AG), but spends more time flat out on the floor than catching animals. Mason takes $150 back to paper street. On his way home, Mason spends $25 at a gas station on a storage can and gas to fill it. In the kitchen of Paper Street (1+1 (first time bonus)) he manages to fashion the gas into 2 molotov cocktails, accidentally spilling a signifigant amount of gas down the sink.
Richard heads back to the library (5) and is relieved to see that the librarian that took a shine to him on his last visit is not working today. Following the same routine as on his previous visits, Richard heads to survivalist forums looking for tips and tricks on making home made explosives (6), and comes up trumps finding a number of easy to remember methods for making smoke bombs and plastic explosive mixtures. Richard has developed the skill 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...
Following the Fight Club Frank heads to a free clinic. It is late, and the clinic is relativley quiet (1). As a result there is only one junior intern on duty. He gives Franks ears a once over, but there isn't much he can do - Franks hearing is healing on its own. Frank arives back at paper street, and heads to the garden to try out the hand axe - hacking away at some waste wood (6-1(not a fight)+3ST) allows Frank to get familiar with the weapon - Frank has gained the skill Novice Woodsman: +1 to all axe attacks
The evening after the Fight Club, Lewis hangs around outside a hospital, waiting for a doctor to head home. Not any doctor, one who would be vulnerable would be best... (1) but after waiting for over an hour, Lewis is forced to follow a relativley fit and healthy young doctor in green scrubs heading home on the bus. Keeping his distance, Lewis follows him into his apratment building and up to his door, and prevents the door from closing (6+1ST+1(crime)-2(jaw)) by forcefully kicking it open. The doctor looks around in a panic, to see Lewis rushing towards him. Lewis aims a kick at his crotch (6+1(crime)+2(dirty)-2(jaw) which connects and the man doubles over in pain. Threateningly, Lewis snarls "Treat my Jaw, or I will... hurt you". Holding back tears from the painful blow, the Doctor agrees and motions you to sit on a kitchen chair. He stands in front of Lewis, who as an insurance policy takes the mans bruised testicles in his hand, ready to squeeze at the first sign of trickery. This appears to focus to doctors mind well, and he takes Lewis Jaw in his hands, and (6+1(crime)) expertly relocates it in place (so no lasting damage), which is painful, but better than it being badly damaged. This done, Lewis sharply stands up, elbows the man to the ground, and looks around for anything worth stealing (5+1(crime)), setting eyes on a nice brand new iPad. Grabbing it, Lewis rushes off into the night.
Following the impromptu treatment, Lewis headed down the side streets to the slums, konwing that the iPad would attract a nice easy target for a "vigilante" acion - the desperate crack head. It didnt take long for someone to take an interest in the shiny trinket (3+1(crime)) - from the shadows of an alley a rough voice calls out "nice toy, kid. Give me it if you dont want to get hurt...". Faking fear, Lewis places the iPad on the ground, and takes a step back holding his hands up, witing for his prey to show themselves. A wiery bearded street bum steps forward, holding a broen bottle in an uncertain manner. Lewis waits until the bum is kneeling by the eyepad, and times his attack for the exact moment the bum breaks eye contect. He rushes forwards, aiming a solid soccer style kick to the jaw of the stinking bum (3+2(dirty)+1(ST)), which causes an echoing crack as it hits home. The man flips backwards from the force of the blow, blood spraying from his mouth along with a few teeth - he will not be getting up for a while. Not satisfied with this, Lewis proceeds to beat holy hell out of the tramp - he will have no-one to mourn him, but one less criminal on the streets cant be a bad thing.Lewis has gained the skill Kick them while they are down: +1 to any attacks against a vulnerable opponent, and been invited to join Project Mayhem
Jack wanted to be stronger - he was strong, but in his mind, there was no such thing as too much muscle. Fortunately for him in a city such as ours, there was no shortage of heavy things to use as improvised weights. A junk yard on the edge of the slums provided wheel hubs, break discs and cylinder heads that took the place of free weights. Spending a couple of hours one evening between Fight Clubs performing reps with the unorthadox gear was time well spent for Jack (4+2ST) - he could feel his muscle tone improving. Jack has moved from +2ST to +3ST
Following the unusual work out, Jack turned his mind to his Home Work. It made far more sence to bring an ambulance to him rather than go chasing one. Finding a call box outside a homeless shelter in the slums Jack dialled 911, and as well as he could (5-1(moral) made a desperate plea for an ambulance to come treat a poor heart attack victim at the shelter. Within moments it had arrived (6 - too easy!), and the 2 paramedics rushed in to find thier patient, leaving the fully stocked ambulance open and running. Jack sprinted over and jumped in the drivers seat, and sped away to take the ambulance to Tyler. Jack has been invited to Join Project Mayhem
When Chuckie sat by the computer terminal in the library (6-1IN), he was suprised to see the history full of sites linked to home made explosives. Feeling very lucky, Chuckie made detailed notes about as much as he could follow, looking to use the knowledge at a later date. Chuckie has gaines the skill Junior Bomberman: +1 to any explosive rolls if a d6 check is better than 1. 1 means it goes boom in your face.
Feeling pleased with himself, Chuckie now needed to aquire the ingredients for some explosive devices. The easiest solution he could come up with was to simply steal some petrol. Glass bottles were easy to come by in the recycling boxes left out overnight in the street in the residential area, and a length of rubber tubing and a half full box of matches (5 - lucky) were aquired from someones trash can. Chuckie siphoned the petrol from a number of cars in turn, filling 6 bottles with petrol before a car alarm went off forcing him to flee (4, 5, 4, 5, 6, 6, 3=flee).
Heading to the match the next day with Chuckie wondered how to get them into the stadium (5-1IN). In a moment of "apparent" genius, he remebered that this was a college game, and many many Jocks would be there all bringing in alcoholic drinks, so 6 spirit bottles in a backpack wouldnt be that suspicious, as long as the fuse rags were hidden. On his way to the stadium Chuckie picks up a mascot mask for the local home team, and slides it over his face. As the crowd streams into the moderatley large stadium, Chuckie heads (5) to the lower seating enclosures, as close to the team benches as he can manage. The clinking bottles in his bag attract no attention amongst the Jocks carrying slabs of beer and more. Just before half time he decides it is time to act. Lighting the first molotov, he throws it directly behind him in a long high arc (2+1(bomb)). It impacts on a stairway, bursting into flames and blocking an exit as people around him panic and look to rush to get away. Lighting 2 more, he throws them directly forwards into the crowds rushing onto the pitch (4+1(bomb)). Both land in a corwd of people, covering them with burning petrol. 3 figures can be seen to stagger away before collapsing, but most people are able to drop and roll the flames out. There is pandemonium all around now, and Chuckie lights 2 more, throwing these as far as he can towards the stunned looking players on the pitch (4+2(bomb)). He cant quite throw them far enough to cover all the players in flame but a sizeable number of the away team are engulfed, thier kit preventing them from being able to put the flames out, and after a few moments another 5 people lie dead on the floor. Chuckie saves the last one for the Referee (6+2(bomb)), and the bomb sails in a long smooth arc impacting on the back of his head, knocking him out as the burning petrol engulfs him. The stadium is full of chaos - people are fleeing from Chuckie in all directions, and there are people allover the pitch as the exit for Chuckies section is cut off by his first badly aimed bomb. Chuckie looks to head to a exit in the section next to him, but the panicky crowds impede his progress. Worried about a good samaritan (6-1IN), Chuckie starts to yell "I HAVE A BOMB ON ME! GET OUT OF THE WAY!", and people kindly move out of his way, allowing him to flee towards an exit. fortunatley (4) for Chuckie, no security staff have yet closed off the gate, and he is one of the first to rach the exit. When the gate staff ask what has been going on, Chuckie tells them all about "some mad bomber", before running as fast as he can from the scence, not believing how he got away with that. Chuckie has gained the skill: Grenadier: +1 to throwing things at people, and been invited to join Project Mayhem.
Dressed in the standard Prooject Mayhem blacks, Sandra heads to the museum 30 mins before closing time. She heads staright to the top floor, and looks to hide in a large structure built around a shipping container. Just before closing time the Guards do one last round before closing for the night (6). Sandra is well hidden, and is totally missed by the security. Once the museum closes, the lights are switched off and Sandra carefully keeps to the shadows (6 - again! - avoiding cameras) and heads to the staircase. At the base of the staircase she takes up a vantage point that allows her to see the single night watchman sitting at the desk with his feet up, reading a hefty novel of some kind and sipping a coffee. Before long he gets up and dissapears down into the basement space, and Sandra acts - moving swiftly she follows him, and as she decesnds the staircase she catches him heading into the gents staff toilet (5). Sandra takes cover in the female toilet next door, waiting for the sound of a flush and his heavy footsteps to indicate she can move around in the basement with impunity. It is a cramped space, with a small staff area (consisting of a staff room, 2 admin offices a small store cupboard and adjoining a public cafe with far too little seating space. A corridor runs through the staff space to a large service lift which rises up smoothly to the large rear access door. Sandra uses the fire escape push bar handle to open the smaller door set into this larger one, and dissapears into the night as the fire alarm goes off. Her observations of the lower levels, combined with Masons of the upper levels, mean now that Project Mayhem has a working knowledge of the layout of the entire buildings.Sandra has gained the skill: Newbie Ninja: +1 to covert action rolls
This done, Sandra went to meet Matt at the night shift at the Airport. Matt was hanging around by the staff entrance (3+2(airport)+1IN), and a quick word to his boss gets Sandra in as an extra pair of hands. The boss is clearly a letch, and only allows Sandra in as she is a younger female... While Matt gets busy lugging dozens and dozens of suitcases (+1 ST), Sandra dissapears to "get changed". Matt picks one suitable looking bag(1 - uh oh Sandra), and carefully places it ouside the terminal door before returning to throwing. Before long, Sandra re-emerges, butt naked, shouting random nonsence at the top of her voice, running around like a loon. This doesnt take long to get noticed, and before long a group of people are whistling and cheering as she hops on and off baggage conveyors, trying to convicne the world that there are tiny aliens living in the bubbles of Pepsi... one of the news crews always hovering around at the airport appear from knowhere looking to get some footage of the citys latest nutter. this is Matts cue - he hefts a bag as hard as he can at the reporter shouting "leave her alone, she clearly isnt well!"... and this appears to work well, with the gathering crowd booing the news crew and the other throwers join in, landing a fw good hits on the sound man and camera crew. Sandra sprints out the door, grabs the bag placed by Matt and gets in a taxi heading for the city centre. Whilst the lead story on the news was about some mad nutter at the college football game, Matt and his peers take second billing on the crazy streaker story. Matt has been invited to Join Project Mayhem
Feeling strangley aroused by her little show, Sandra rummages in the bag looking for a suitable outfit - alas, it contains only swimwear. Not put off by this, Sandra puts on a Bikini, noticing that the Taxi driver isnt really watching the road at all. She orders him to pull up outside a promsing looking bar - "The Cherry Bomb", whose name is spelt out in neon lights above a door flanked by 2 large bouncers. Strutting past the cue, she approaches the bouncers, who stop her (4). "Oh, cmon guys, I got all dressed up and everything...". Smiling, they allow her in to the loud and hot bar, filled with a veriety of LGBT stereotypes. One girl catches her eye, sitting nervously by the bar in a nice gothy outit. Sandra pulls up a stool next to her (5). "Let me geuss, first time here since coming out?" she asks... "Is it that easy to tell?" is the reply... after a few drinks, Sandra learns that Jules is a CompSci student at the local college with a shady past in data security. After swapping contact details and a lingering kiss goodnight, Sandra heads back to Paper Street to consider her next move.
Character Update: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
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
Rap Sheet:
x1 Arson
x1 Trespass
x1 Public Indecency
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
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.
Rap Sheet:
x1 criminal damage
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.
Lewis has aquired x1 iPad
Rap Sheet:
x1 Public order offence
x1 Assault and battery of a police officer.
x1 murder
x1 assault
x1 theft
x1 breaking and entering
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...
Rap Sheet:
x1 Murder
x1 Arson
x1 Shoplifting
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.
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)
Frank will have +1 to all rolls next fight
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
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 -1, Endurance +1, Agility +2.
Skills/Traits:
Skilled kung-fu: +3 to all strike based attacks.
Obsessive: starting intelligence -1.
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 - !)
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.
Project Mayhem Update1. 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 explsives 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.
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.
$2560 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
x1 knuckle duster - held by Frank
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)
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".
Project Mayhem members, feel free to carry on with your mission. Those of you invited please indicate if you wish to accept or not. Unless indicated otherwise, I shall assume you wish to reject the invite. As soon as you accept the invite, your holdings become cummunal and you are free to join in the current mission. Week 5 fights will be up in a day or two, depending on Project Mayhem rolls. Heres hoping I didnt miss anything in what has been a complicated hour or two writing this up!