Chapter 79: Cold One
"Move move move!"
Keep moving towards cover. Anyone puts up resistance, I shoot them.
Marshall keeps heading towards the Pawn Shop, still partially blinded by the flash of the flash grenade. He barges into the store, slamming the door open, his crew of two trailing behind him. The store-owner stands behind the cash register, baseball bat in hand as if he was expected looters. Marshall swings the gun, pointing the barrel in the owner's general direction. "Gimme' the loot!" (Threat: 6+1(Gun vs. Melee)-1(Partially Blinded)) The owner takes a look at the gun, then Marshall, then the two guys behind him. He then opens the register and chucks out wads of money onto the ground, before ducking down behind the counter. "Go away!" He says the last part as if he's had to deal with this issue before in the past.
"That's what I thought!"
Trent walks up to the Pub's front door and knocks loudly.
"Hey fellas! Let me in, I could use a drink right about now!"
Enter Pub, greet fellow Syndicate members, grab a beer, check long list of text messages
Wait for the rioters to leave, then open the door.
Check to see if supplies ordered had arrived before the riot broke out. If so, check if everything's there. If not, order a beer with Trent.
Trent rushes up the steps, over the sea of defeated rioters that lie on the steps like those who had attempted to journey to the top of Mt. Olympus but did not have the constitution to overcome the trials and perils that appeared in their paths or some shit like that. He knocks on the door hurriedly, "Hey fellas! Let me in, I could use a drink right about now!" Mason recognizes the voice, opening the doors just enough to let Trent inside, before quickly shutting them closed and putting the lock back.
Trent sits down at the Bar, checking his phone for the recent news. Williams has taken the prisoner somewhere, the riot is spreading, and so on. Aaron checks for his package, but it seems that the postal delivery service has been stopped temporarily, with all the angry people chucking bricks and bottles around outside. Due to the circumstances, he sits with Trent at the bar. "Hey barkeep, two beers." Two glasses of brown liquid are slid down to the two Syndicates.
Outside, the fuzz begins pulling the rioters off the Pub steps, transferring them into vans for transportation to the local jail.
Ask Doug to teach me how to drive, alter the website removing the general hiring message and leaving up the recruitment message for security personnel, law enforcement and bodyguards.
Michael Joe talks to Doug about learning how to drive. Doug peeks out the window, "It's not a good time for that. Look at the conditions outside, I'm not risking taking one of my rides out into that."
Michael also changes the conditions on his website, making them more specific. It seems like his applicants may be on hold, as riots are not optimal conditions to go through for a job interview.
Whatever happens, plead the 5th...
Ryan watches the officer beat down the rioter, smashing the latter's back with his plastic baton. Ryan decides to slink off into the distance, removing himself from the situation. He then finds himself in the middle of the street, rioters running around, police chasing after them. He's taken up a position similar to a spectator at this point. Though if he keeps standing around in one place, that might change...
Move the barricade aside but to a location that is easily accessible, then explore the gang hideout.
Freedom moves the barricade away from the basement as he looks around. Besides discovering the amenities, he also finds the opening at the end of the area, that apparently lead far into the distance. However, it would be risky venturing further without some sort of high-powered light source.
Lock any doors leading to where we are currently holed up. Inspect the area for any possible escape routes as well as any possible blunt weapons.
William sets up his interrogation area. He locks up all of the doors in the vicinity, of which there are two: the one his group had entered it, and a double-door at the front. These both serve as exits, as well as the fire escape outside. Searching around the floor, he finds some long pieces of wood, which could definitely be used as improvised as blunt weaponry. A brick flies in through a nearby window, landing a couple feet away from him. One of the footsoldiers speaks up, "Hey Boss, how long do we have to stay here? Those crazy fucks outside are getting close. I don't think they see us, yet..."
using one of my new shanks look out for one of muscle from one of the other groups and stab him in the stomach a lot But catch him offguard so I can avoid a fair fight
-Day 1-
Wake Up: 7:00 A.M. - Prisoners are awakened at this time.
Shower: 7:15-8:00 A.M. - Morning shower.
Breakfast: 8:00-9:30 A.M. - Go to the Mess Hall to eat. This is also the time where prisoners have the opportunity to sit with and interact with each other.
Work: 9:30-11:30 A.M. - Work in a certain job for a couple hours. Prisoners are paid a small salary for their work, usually $1 per hour, which can be spent at the Canteen. (See Prison Areas below.)
Free-Time: 11:30 A.M.-12:45 P.M. - An hour long break for prisoners to do whatever they want. Cell Blocks A-D, Yard, Recreation Room, Library, Chapel, Phone Booths, and Canteen all available.
Lunch: 12:45-2:00 P.M. - The midday meal at the Mess Hall. Same as Breakfast.
Work: 2:00-4:00 P.M. - Work for another couple of hours.
Yard: 4:00-5:00 P.M. - Go out for some fresh sunlight. (See Prison Areas on details for the Yard.)
Check-Up: 5:00-6:00 P.M. - Get checked up on by a doctor. This is new procedure. However, the check-up usually only lasts for a couple minutes, the rest is sitting in a waiting room for each prisoner in your group to be checked upon. In the waiting room, prisoners can interact with each other.
Work: 6:00-7:00 P.M. - Another hour of menial chores.
Supper: 7:00-8:30 P.M. - The final meal in the Mess Hall. Same as Lunch and Breakfast.
Free-Time: 8:30-9:45 P.M. - Some more free time at the end of the day. Same areas are available as in the earlier Free-Time.
Shower: 9:45-10:15 P.M. - The final shower of the night.
Lights Out: 10:15 P.M.-7:00 A.M. - Head on back to your Cell for the night.
Blake puts his hands in his pockets as he looks around for a Muscleman target. He spots his man walking away from the serving line, tray in hand. Blake proceeds up to him, pulling a shank out of his pants. (6 vs. 4) The Syndicate thrusts the shank right into the Muscle's right above the naval. He falls onto his back, spilling the contents of his tray all over the floor, his prisoner garb turning a wetter, darker shade. Blake loses his shank, having it still stuck inside his target's stomach.
(-Sharpened Plastic Shiv) Of course, this causes commotion, everyone in the Mess Hall looking to see what's going on. (Stealth: 5) Before the guards arrive, Blake sits at a table along with the rest of the prisoners. He watches the Muscle getting dragged away by the guards, still bleeding. There's no doubt everyone, including the Clowns, will note the incident.
Blake heads off to mop up the halls for Work after Lunch.
(+$2.00) As Work closes, Blake is instructed to head outside for Yard-time. This will provide him with more opportunities to socialize, and to interact with any of the outdoors equipment provided.
The riot continues, with the amount of rioters and police involved both rising.
The Strip Mall pays out $500, but it's payout is temporarily suspended due to rioting.
The 7 Footsoldiers guarding the Strip Mall are overwhelmed by the sheer number of rioters and police in the area. They retreat back to the Pub.
Gang Skills:
Firefighting: 1
Territory:
Strip Mall - Extortion: $500, 5 Turns (Turn 1/5) <Pay-out Suspended: Rioting>
Warehouse - Supply Center, valued at $10,000. (5 Footsoldier Protection) <Under Police Control>
Tenement - Production & Dealing (Via Warehouse)
Base: The Pub
Damage: None
Base Assets:
Misc.:Broken Wine Racks, Tables, Old Ceiling Fans, Secret Underground Cavern System, Plastic Chairs
Electronics: 8 Cellphones, 3 Laptops
Weapons: 1 Pistol, 2 Shotguns, Uzi, 6 Wooden Knives, 3 Flip Knives
Storage: Small Safe ($470)
Vehicles:
(Nearby garage)
1 Van
1 Moving Truck
1 Pickup Truck
Old Sedan (Engine Upgrade)
Prisoners: 3 Cobardi (1 Guard)
Total Funds: $2386
Bosses: 7
Dragons: 0
Knights: 7
Notable Knights;
Berk (4 Melee, 1 Blades) [Apprentice - Trent]; Ankle Wound: Shot
Doug (3 Driving) [Apprentice - Dave]
Mal (3 Firearms) [Apprentice - Aaron]
Paul & Sean (3 Mugging, 1 Brawling) [Apprentice - Mason]
Jonah (3 Melee) [Apprentice - Mason]
Fyfe (3 Medic, 1 Meth Cooking) [Apprentice - Ryan]
Footsoldiers: 32 (15 at Level 1 Melee & 1 Gun, 8 at Level 1 Knife, 3 at Level 2 Melee & 1 Knife, 2 at Level 2 Knife, 8 At Level 1 Melee)
Notable Footsoldiers;
Zet (2 Club, 1 Sub-Machine Guns)
Alex (2 Street Sense, 2 Con Artistry)
R.L. (2 Stealth, 2 Seduction)
Peasants:
7 Strip Mall Shop Owners
14 Dock Workers
William Gerais (Spinal_Taper)
Inventory: $170, Lighter, Butterfly Knife, Cell Phone, HK416 Assault Rifle (In Reserve)
Skills: 4 Charm, 1 Agility, 1 Stealth, 1 Brawling, 2 Knives
Side Hustle: Part Time Computer Tech Support - 3 Days a week, 4 Hours - $100 (Day 2 Completed)
Health: Fine
Dave Green (Doomblade187)
Inventory: Combat Knife, Toolbox, Old Cellphone, Scrap Metal
Skills: 4 Vehicle Mechanic, 1 First Aid, 3 Knives, 1 Brawling
Health: Fine
Aaron Bradley (Greenstarfanatic)
Inventory: $128, Boxing Gloves, Deck of Cards, 6 Lockpicks, PSP, 4 PSP Games, 4 Jewelry Pieces, Laptop, Switchblade, Lighter, Unopened Bag of Cheetos, Credit Card, Silver Watch, 3 Rings, Cell Phone
Skills: 5 Melee, 1 Persuasion, 1 Lockpicking, 2 Shotgun, 1 Conning
Health: Fine
Mason Johnstone (anailater)
Inventory: Suit, Pistol, 1 Box of Matches, Bike Chain, Bottle of Pain Killers
Skills: 4 Lockpicking, 1 Charisma, 1 Science, 3 Brawling, 1 Pistol, 1 Running
Health: Fine
Trent McGrath (Gravehaunter92)
Inventory: 2 Switchblades, Spray Paint Can, 5 Lockpicks, Trash Bag, Bandanna, Pistol
Skills: 4 Blades, 1 Stealth, 2 Graffiti
Health: Fine
Ryan Jones (MonkeyHead)
Inventory: Clothes, Backpack with Lab Safety Gear, Pistol, Stash of Narcotics, 50 H.I.E.
Skills: 4 Applied Science, 1 Brawling, 1 Medic, 1 Pistol
Health: Fine
Blake Jessop (ScriptWolf)
Inventory: $3.70, Orange Jump Suit, 2 Sharp Plastic Shivs
Skills: 4 Explosives, 1 Electronics, 1 Combat Medic, 1 Sharpening
Health: Fine
Remaining Prison Sentence: 38 Turns
Thomas Marshall (Playergamer)
Inventory: $470, Swiss Army Knife, Cellphone, Pistol, Small Safe, 3 Ski Masks
Skills: 4 Persuasion, 1 Bluff, 1 Bribe
Health: Fine
Thomas Freedom (Persus13)
Inventory: Driver's License, Taxi License, Taxi Key, Wallet ($6), Cell Phone, Pocket Knife, Crucifix Necklace, Pistol
Skills: 4 Driving, 1 Firearms, 1 Negotiation
Health: Fine
Joe Micheal Madena (Patrick Hunt)
Inventory: Old Phone, Tablet Computer, Neck Chain w/ Ring, $10
Skills: 4 Charisma, 1 Computer Science, 1 Accounting
Health: Fine