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Author Topic: Brass and casinos: A detective game.  (Read 9242 times)

Aseaheru

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Re: Brass and casinos: A detective game.
« Reply #15 on: October 06, 2014, 01:20:09 pm »

+1
Also, good job updating the inventory.
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Kitten Snot

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Re: Brass and casinos: A detective game.
« Reply #16 on: October 07, 2014, 03:11:06 pm »

You decide to hit the town for a while, in search for a poorly secured hardware store. It'll be a difficult to outright break and enter, especially if they've been paying protection money. Despite that, however, you could probably manage to steal some batteries without anybody noticing if you're quick enough. Stealing a bulb will be a little bit more tricky, due to the size and brittleness. Disregarding that, where would you even-*thunk*
You get pushed to the ground while you were in thought. You look up at the aggressor and see a teenager towering over you, his face is wearing a smirk that makes him extremely punchable. He still looks young in the face, but he looks like he has the body of a someone twice his age. It makes his head look disproportionally small, and the fact that it's shaved into a silly mohawk does not help matters.
Heyhey, scrawny! I think you may have found the wrong neighbourhood. He cracks his knuckles in an attempt to look menacing while you pick yourself up. It's silly to say something like that, of course. This entire city is a bad neighbourhood.
You briefly wonder why people still live here, with it being so crapsack. The ugly teen moving closer to you takes you back to the situation at hand, though.

You look him straight in the eye. He jumps a bit when he sees your black, gunk covered eyes. He looks disgusted, like most people do, and he pulls his smirk into a sneer.
Ohh, a mutie, eh? W-what, couldn't keep your hands off the D? He laughs heartily at his little double entrende, while you just give up right then and there. You try to keep on walking, but he blocks you with his left arm.
This punk is looking for a fight, that much is certain.
Will you give it to him?

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Aseaheru

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Re: Brass and casinos: A detective game.
« Reply #17 on: October 07, 2014, 03:46:24 pm »

Tell him to get lost, if he refuses use the sword to knock him out.
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kj1225

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Re: Brass and casinos: A detective game.
« Reply #18 on: October 07, 2014, 05:10:17 pm »

Tell him to get lost, if he refuses use the sword to knock him out.
+1 except for drawing the sword.

Kick his ass three ways to Sunday. Or do the old 'feet, knees, groin, solar plexus' trick and leave.
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Aseaheru

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Re: Brass and casinos: A detective game.
« Reply #19 on: October 07, 2014, 05:16:04 pm »

Yah, thats probably best. Use the knife if needed.
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Kitten Snot

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Re: Brass and casinos: A detective game.
« Reply #20 on: October 08, 2014, 11:21:13 am »

Moron continues to antagonize you, now having moved on to all the swear words he knows. Which isn't many, he runs out after 3 and then starts repeating. You put a finger on his mouth, shutting him up for a second, and tell him the following.
Let me tell you two bits of information. One: you are antagonizing a man with a claymore and Druk mutations, already putting your survival chance's in Balalaika very, very low. number two is that I'm willing to let this slide with no ill feelings if you get out of my way.
What? I-I'M TELLING YOU TO GET LOST, MORON.
You see his head turn an interesting shade of purple in a few seconds. It makes him look like somebody squased a aubergine on somebody's head.

Predictibly, he swings a right fist which paradoxically you didn't see coming. It knocks you against the nearby wall and leaves you momentarily dazed. He wastes his time hopping like a moron, so you come to your senses in short order.
You attempt to stomp on his feet, and miss. Of course. He throws another punch which misses as well. You give a heavy kick to his knees and he bends down. You finish it off a knee to his face, knocking him over and making his nose blood.
He starts crying and wailing on the floor now. You shove him aside with your foot and continue on your merry way. His crying is very pitiable as it gets swallowed up into the night.
Too pitiable. You sigh deeply as you walk back to the kid crawling away. This type of bullshit is why you're homeless, Brohm. So sure, keep on doing it. You mumble to yourself. When you get back to the kid, you grab him under the shoulder and pull him up. You dust off his jacket a bit while he seems dumbfounded. You give him a piece of your jacket (a bit of pocket that tore off a while ago) to help his bloody nose and say:
Make something of your damn life and don't harass strangers. Now git! Before somebody decides to stab you!
The big lug wanders off towards one of the more lighted parts of town. It's not much you did, but it's more then most would.

You do feel nice about yourself, though. You continue your walk, but after wandering for about an hour you give up and start going back to your home.
Every single hardware store you passed is marked by the Casino Mob, and the ones that don't have security in place like dogs or just plain armed guards. You just can't risk stealing anything from them without a good plan. The worst guarded ones are likely to lack one of the things you need. Of course, you can try to find a job of sort to gather some cash instead. The undermarket also comes to mind, a large crossroad in the sewers, filled with peddlers and thieves. There's a few jobs there, as well.

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Aseaheru

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Re: Brass and casinos: A detective game.
« Reply #21 on: October 08, 2014, 01:52:04 pm »

Job time, at the casino first.
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Kilojoule Proton

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Re: Brass and casinos: A detective game.
« Reply #22 on: October 08, 2014, 01:56:28 pm »

Job time, at the casino first.
+1. Any ideas on what specific job we might want?
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Aseaheru

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Re: Brass and casinos: A detective game.
« Reply #23 on: October 08, 2014, 02:58:16 pm »

Something without killing, or anything too obvious. We dont want anyone to go after us and risk some of our finite luck.
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Kitten Snot

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Re: Brass and casinos: A detective game.
« Reply #24 on: October 09, 2014, 02:49:36 pm »

Your walk to the casino was uneventful. When you get to the casino, it's Thor standing guard. The giant, blonde figure stands proud in his too small tuxedo. Even though, you know he's a moron he's still intimidatingly big. When he sees you he gives a large smile and lets you get on the elevator without a fuss. Despite his screwing up of last night, he remains a good guy. You can't help but like him when he's not bothering you.
When you get to the halfway point flashes, smoke and loud thumps assault you. Your darkened vision makes it difficult to navigate easily, but you know the way. Why they decided to make the night-club the place for the shady businesses with mercenaries is beyond you. You give the dance floor a wide berth, and go over to the bar. The barman doesn't notice you for a good while, but you manage to get his attention by pulling his arm. Annoyed, he asks what your favored brand of poison would be. When you tell him "running and knives" he judges you for a moment before giving you a piece of paper.

Plenty of jobs are still available, with it being early in the night, finding a job without some sort of killing crosses of half the jobs here, extortion makes for a quarter gone. Leaves you with just a few courier jobs. Remove the ones that don't involve going to another country with drugs or Druk, and you've got only one job left. That one tells you to go get a package from the door guard and bringing it to the other side of town in Viola alley. Bad neighborhood.
The Barman tells you that you'll get a buddy with you because it's at least a two-man job. You accept the job, as scaring off some locals with a friend isn't difficult and the moolah for it is enough to tide you over for two days. The barman nods and tells you to get downstairs while he tries to flag down your buddy for the trip.

When you finally get back outside, you take a deep breath. You like the night-time air, despite the mild cliché. After going inside that nightclub, you're more than happy at the coolness. Thor remains silent as you sit down on the ground while waiting for your partner. You see the elevator going down, and smile at your incoming money.
You instantly stop smiling as you see who your partner is.
Tall, slender, in a tough-looking set of leather armor that leaves little to the imagination. Plenty of pockets for knives. She still has that funny little scar on her cheek from the last fight you two were at , now that you can see her a little bit more clearly.
Helloooo, Alvin. Isn't this a coincidence? Spread says. Motherfucker this is going to be a long night.
So, I'd like to go over a plan before we head out once more. For starters, if I kill someone, you don't pussy out. I'll find you. second, if things get that far, I expect you to join. Third, Don't call me names. You know my actual name, so let's hear it.
Yes, Meridinia. Can we get a move-on?
No problem, Gunk.

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kj1225

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Re: Brass and casinos: A detective game.
« Reply #25 on: October 09, 2014, 02:56:08 pm »

Well, let's get this posicle stand on the road... fairly certain that's the saying.
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StrawBarrel

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Re: Brass and casinos: A detective game.
« Reply #26 on: October 10, 2014, 12:49:03 pm »

Well, let's get this posicle stand on the road... fairly certain that's the saying.
+1
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Kitten Snot

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Re: Brass and casinos: A detective game.
« Reply #27 on: October 10, 2014, 03:12:39 pm »

You pick up the large package at the entrance, and hoist it over your shoulder.  It's not that heavy, but it is cumbersome. You get some straps to make it a sort of backpack. After that, you and Meridinia start walking at a brisk pace.
It takes no time at all for her to start talking.
I'm actually quite happy it was you to pick this, we needed a talk. As always, she sounds sickeningly upbeat.
You let your silence do the talking.
Silent treatment, hm? You were much more of a talker before we split, you know. Lot more fun, too. Now you're just sad and alone. If only you had some sort of friend, but alas.
Sorry for not joining up with a psychopath, Spr-Meridinia. If only I had the wisdom to lose my mind.
Spread stops walking for a second.I'm not crazy. Just realistic, Al. She say at a more somber tone. Last time you heard her say those words was the time she broke your knee.
Nasty memory, you prefer not to dwell on it.

Let's just keep moving, alright? And don't talk about what happened in the past. Best to let those things sleep, you know? She sighs, and goes back to her more upbeat tone.
Anyway, you know that you're carrying a bomb?
You sigh. figures.
If everything goes right, there won't be anybody left to be angry with you. If you do well, I'll put in a good word with you, give you possibility to j-Stop. We both know I don't want to join your gang. Stop trying.
We're here. She says sternly.
Oh dear lord it's worse then you expected.
The slum you're about to bomb is built like a fortress. Lay-out based, anyway. Apartment buildings form walls, and there's only one entrance, guarded by a thug with a giant hammer. You can't even see past him due to all the stacked cars. How they stacked those things is beyond you. Still, there should be multiple ways in apart from the direct approach. The apartments have rooftops, and there might even be a sewer. Though that's likely to be guarded well, with it being in close quarters. Best option might be-Ohhh, this I missed. That thinking face of yours. I always think I see a faint light in those gunky eyes of your whenever that happens. We need to get that bomb at the boss' office. It's all the way in the back, in some sort of bunker-ish building.

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Aseaheru

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Re: Brass and casinos: A detective game.
« Reply #28 on: October 10, 2014, 03:43:13 pm »

Roofs.
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Kitten Snot

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Re: Brass and casinos: A detective game.
« Reply #29 on: October 11, 2014, 04:43:09 pm »

Rooftops.
What?
I say we take the rooftops to get past them.
Nice plan, until we need to get to the other side. That's a 50 foot drop!
We'll improvise, let's go.
The closest apartment building was guarded. Was being the key word here. You companion dropped the first guard with a single throwing knife to the throat. You could see her smile as she watched the man bleed to death. The sight of it makes you sad, for some reason.
She will not turn back. That's for sure.

You do the guard a favor by crushing his head with your claymore, and continue through the building. Plenty of rooms are still being used, but nobody has the time to look out and see intruders. Most are busy on opium.
You reach the roof without any trouble. When you arrive, you see a man with a large crossbow sitting down in a lawn chair with a bottle in his hand. Meridinia is already sneaking up on him. When she gets close, he slits his throat. The man starts grasping at his throat, giving out a sickening gurgle. Meridinia, seemingly amused by this, goes ballistic on the man. Stabbing him again and again and again. You let her have her fun. You know better than to interrupt crazy people.
After that, you reach the crossing between the building you're on, and the building that leads to inside the hide-out. There's a jump to be made. Meridinia makes the jump effortlessly with a small running start.
Of course, she isn't the idiot with a large bomb on his back. You take a longer running start and jump as best in your ability.
You don't make it. You slam against the wall and just barely manage to the grasp the edge. You feel the concrete marking itself in your hands as you do your damnedest to hang on.You don't scream, but you can feel your heart hammering in your throat as you feel your grip slipping.

Meridinia then grabs your arms and helps pulling you up. When you reach the top, you take a short moment to collect yourself.
You've been eating too much at Filippe, Brohm, you used to do those jumps all the time.
How about you carry a giant explosive box next time?
Excuses ,excuses. Anyway, we've got a great view from up here. Look at this!

From where you're up, you can see the entire place. There's a surprising amount of guards around, nasty looking punks. You can see a small series of basement windows that keep going for a bit, and the look like they start at the building your on. As for the courtyard itself, it looks to be an abandoned construction yard. There's a small tower in the back, with a staircase. There's a single guard on top of it, with a crossbow. Other then that, the rest of the guards are in groups, talking about things. The whole place is shaped like an H.
There! That building over there is where we need to place the bomb.
You carve out a little map on some workable stone. The X-es are the small tower, the dollar signs are your target and the B's are the connected basements. The groups are unpredictable, so you don't mark them down. You can basically assume resistance at any spots in the middle, but if you stay by the wall you can probably avoid direct contact.
The building you're on has a door leading to the courtyard, and you assume there's a basement here as well.
Remember, it's a timed bomb.If we can set it up without them noticing us, we'll get way more in just one blow!
Map
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« Last Edit: October 12, 2014, 02:18:57 am by Kitten Snot »
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