Sascha GarrardTraits
-Bruiser (Rank 2)
-Intimidating (Rank 2)
-Street Cred (Rank 1)
-Criminal Record (Rank 1)
AssetsPersonal Possessions
-$2725 Cash
-Run down White Van (Insured and registered under another name)
-Run down apartment (3 months rent paid in full, landlord bribed, modestly furnished)
- .45 Revolver with modest amount of ammunition
-Three cheap 9mm handguns with bare minimum ammunition.
-Meager amount of shotgun shells.
-Crowbar
Underlings
-Six unimportant street thugs. (Fresh from recruitment. Armed with whatever they can get their hands on. Will require money regularly to stay loyal)
Territory
Negligible claim on Fraser Hills (Area of the slums district, the largest district in the city.)
Modest Protection Racket (Localised to the area around your apartment.)
You spend some of your time working with the gangsters to figure out what kind of assets might be up for grabs. After discussing it amongst themselves a little they come to the conclusion that most of anything they might have a solid lead on is either probably already snatched up or more or less inaccessible. There is a warehouse in the docks district that was one of the major mustering grounds for the gang whenever something was in the works, but it's likely picked clean by now, with eyes on it. There's also the old family mansion, but again, that's a rather obvious location. Beyond that there are mostly just the accounts held by the old family members, who it's worth noting are all dead as far as anyone can tell. One of them does mention that he once overheard one of the lieutenants talk about putting something in hiding where no one will find it, but he has no idea what that might even be or where it was taken.
Once there's little more to say on the topic you move on to asking them about their specialities. Each of them were more or less just grunts, but hardly unskilled. Two are career criminals who've been around the block about as long as you have, mostly used for muscle or to run errands, though considering they've stuck around rather than skipping town they are probably more loyal and trustworthy than the thugs you've recruited. The third is the man you recognized before, a career con artist who used to make his living running scams before he was recruited by the Fraser Hills Family. He's not quite as handy in a fight as the others beneath you might be, but he has his own skills that might be useful down the line.
Speaking of which, you send the con-man out to lay low at your apartment while you get ready for an impending firefight. Those residing in the building are all too eager to assist you in your efforts as you spearhead preparations. You're more used to being on the offensive than the defensive, but despite that you take to the task well. First you look over the apartment, and the resources in it. The building itself is five floors, mostly empty and in rough shape, though not quite falling apart. Most everything of importance is on the third floor, including the hidden weapons room, the "break room" and the various rooms where the people staying here have been bedding down. There is a kind of front desk set up on the first floor for anyone who's guarding the door to wait at. The weapons room itself is relatively well stocked, though not exactly an armoury. There are nearly twenty pistols all in all, mostly 9 mm, though there are a few .45's in the mix, as well as seven shotguns and two semi-automatic 9mm machine guns. On top of that, there is plenty of ammunition, and holsters.
With little complaint, you have everyone armed from the armoury, emphasis placed on those who will be defending the building. Then you have some of the apartment cannibalized so that you can board up the windows on the first and second floors, minimizing the points of entry to the fire escape and the front entrance, both of which you have watched at all times. With that it's all a matter of waiting.
Meanwhile the thugs you have assigned on your protection racket report no trouble at all. Either the Vipers have more important things to deal with or they were sufficiently impressed by how your people dealt with theirs.
...
It might be that your arrival on the scene spooked those who were watching the place, as you don't find any sign of them, and you don't hear any whispers of what might be coming until it's already on you. It's evening on a saturday, you're sitting in the breakroom with two of your own mooks. One gangster each is on the points of entry, each with a thug of their own for backup. Everyone else is scattered around the third floor as far as you know.
That's when it starts. First you hear gunfire from across the street, rythymic, accompanied by the smashing of glass, the latter sound seeming rather close. Then there is further gunfire from the bottom floor, by the sounds of it at either entrance. Hard to say how the state of things is going so far, but at least you don't seem to be under fire for the moment. What do you do?
Feel free to clarify if you feel Sascha would have claimed any weapons in particular, other than his own revolver and crowbar.