DAY 1:
Morning
Sally Groves((Maybe intelligence applies better, but the concept still works, since Wisdom can be used for perception))
Finding a Greenhouse: 8 +3 (Wisdom), Location: 2
Sally spends the entire morning researching about the location of the nearest greenhouse, and luckily, she doesn't get any clients, so she is free to study. It takes time, since the location of Greenhouse isn't something known to the public, solely relegated to workers and functionaries if that sector.
Luckily, she eventually makes a breakthrough, and by the time the sun is high, she has discovered one of the houses that provide food to Forsika. But by no means it's an easy travel.
First, she would have to take a train towards Garnerfield, a three hour travel. After that, she would walk around Mount Hesperis, which would take several hours as well, and then, and only then, she would finally be in the vicinity of the greenhouse. That's without taking into account any Strikers, Guards or Corporate Militias that she may find on the way.
On the other hand, Sally sees that she can go the other way around Mount Hesperis, and cross the River Blackburn, a river where Garnerfield factories and houses throw all their trash, toxic residues, and defecations. It would be faster, but certainly riskier.
LizaPreparing the Plan: 11 +6 (Intelligence) Disguise: 19
Remini spends the morning brainstorming ideas for a successful plan. It doesn't take long before Remini picks the one that's the likeliest to succeed.
And then comes the disguise, and holy Anthony, when she looks at her own cracked reflection, she nearly doesn't recognize herself. She gives the impression to be in her early twenties, and gives the absolute impression of the average secretary of a Ministry. Remini even tried the accent that those in the rich zones have, but after all these years, she has lost the smooth highs for some rough ones. Unless someone were to be extremely sensible linguistically, she's likely to be ignored.
The plan is to infiltrate the building as if she were to have an appointment, and the moment she's isn't looked upon, escape vigilance, and change her attire and wig for different ones. Once that is done, Remini plans on acting like she's a secretary from the Ministry itself, and find the blueprints and leave through the front door, leaving a lot of bureocrats very confused.
How many and how important are the repairs: s6=1, d4=4, d20=10, 12
Surprisingly, this morning is a lazy one, and only four local clients come by, requesting help with things like malfunctioning heaters, pipes, and a few cuckoo clocks. Nothing Liza can't fix.
Burt SmithFinding abandoned factories:: 5 +4(Intelligence), Finding chemicals: 5, Finding Items: 13
Poor Burt spends the entire morning looking for a single abandoned chemical factory, and somehow, he either can't find them, or they are too well guarded for sneaking inside. Eventually, Burt manages to infiltrate an old chemical factory that is being remodeled into a textile one.
Sadly, it seems that the new owners have already removed all chemicals, but what catches Burt's eyes is the amount of trash that could be used to create the explosives. Bottle, cans, hammer, ripped clothes...
To the average Alandrian citizen, this may seem as nothing but waste that should be used to fuel heaters, but any experienced Alandrian homeless knows that even the smallest amounts of trash may be enough to survive the night. In this case, all that trash might be enough to fulfill the ordered job.
Detection Rolls:•Sally Groves: 31 -80 (
Low Government Suspicion) -15(
Inside her shop) = Undetected by Strikers or Corporate Militias.
•Remini va le Steam: 1 -80 (
Low Government Suspicion) -20 (
Expert in Hiding) = Undetected by Strikers
•Burt Smith: 56 -70 (
Low Government Suspicion) -5 (
Homeless) = Undetected by Strikers or Guards
You can choose which stat you want to apply the action, but it won't always be necessary to use them. Maybe it's better to only use one stat for turn?