Turn 13:A New Face
(Inside the hideout)
Vince sat opposite the intense and foreboding man who despite his obviously intimidating appearance did not seem to look totally in control of the conversation.
Look do you want me or not? I would prefer a straight answer that to be screwed around with here.
Trust me my friend that attitude may have been necessary for you in the past but if you want to work for me you will respect my presence and you will respect my authority in this group you understand?
Hans leant back saying nothing.
I will take that as a yes. Now your skill is not being debated here and neither is your loyalty my only question is whether or not you can be trusted to act civilly.
I had my reasons for my past actions if you really want to keep the body count to a minimum I can accept that as long as I see it as acceptable for others to stay alive.
Vince slid the last of the revolvers across the table, Welcome to the Sharp Street family seek out Desmond Orange he should bring you up to speed on your current task.
With that Hans got out of his chair and stepped outside. Dispose of Erics body
(5) You decide you cannot leave a corpse lying around so you drag Erics body out into the alleyways and dump in a trash can, you head back to the safe house apologizing to Vince on the way (2) he looks pretty pissed off and you decide you had better avoid him for a bit and you walk back into the safe house and take a seat.
practice using my tommy gun
Practice melee combat.
(5), (5-1) (A 5 on an action specifically designated to practicing will give double results)
You both decide it would be pretty tactless to practice with your weapons in public so you head back to the safe house and practice in there instead. Toyozo even sets up a little target for ranged practice. McDowell learns something about using his strength to cause melee damage but his board breaks. Meanwhile Toyozo is surprised to find no adverse effects from his Tommy-gun yet and even becomes pretty decent using it.
I CAN'T BELIEVE THAT I'M STILL SEARCHING FOR AN EXORCIST.
try to exorcise that thing out of rashilul with my seduction powers!
(1) (6)
Rather than waste energy looking for what would be the third exorcism specialist in this area Steve decides to put all his energy into helping Alicia seduce it. Things quickly go horribly wrong as Alicia accidentally seduces the spirit out of Steve and it quickly jumps into her body as strong as ever and wanting to take revenge on the man who kept trying to destroy it. (2) Very luckily for Steve it fails to take enough control to attack him. Managing to actually seduce a spirit has greatly improved Alicias seduction skills but she is now possessed. Steve meanwhile finally got rid of the spirit but is feeling quite mentally drained by all this.
I'll find a hospital to fix up my nose. Then it's back to attempted extortion.
(1) Who needs a hospital you are Desmond Orange for crying out loud you know a guy who knows a guy who once had a cat which appeared in a talkie. You decide you try and fix your own nose and with a large crack instantly regret that decision.
Backround roll:(4) Still no real awareness of any or your actions. Also Vince decides to splash out to start renovating the hide-out so that you can finally start some business. Night is falling.
Gang Influence: (0) Nobody
Player Status:Bruised Ribs Pain (-1 to all rolls)
Explosives expert (+1 when handling any explosive), dabbling marksman, dabbling melee specialist.
$50, enough explosive to create 3 small bombs or one large one
A big, bald man, with a large beard.
Seductress (+1 to Seduction) dabbling bitch slapper, Possesed by Argnors soul (roll to takeover and attack a teammate)
$50, 442 revolver, keys to the Sports T-model, Richards home number, Disguises (+1 to appearing as a Business Woman, Tourist, beggar and part of the wealthy elite.
Red dress, Black heels, brown long hair, red lipstick, brown eyes, small diamond earrings, Has chewing gum sometimes
Mentally drained (-1 to next action)
Shotgun Expert (+1 to shotgun use) (dabbling thrower) (dabbling acrobat) Dabbling marksman
$570, 442 revolver, Large piece of glass (In hat),
Burly, wears a white shirt with a tie, coat, suspenders, and a fedora. Has a slight underbite.
Mangled nose (-2 to charisma) Pain (-1 to next roll)
Connections (+1 to influence, knows the right people) dabbling Persuader, Card (allows him to call his goons)
$350, Card (allows him to call his goons), [spoiler]
[spoiler=Appearance]Heavy set, brown haired Caucasian. Likes to wear yellow coats and bowler hats.
Good driver (+1 to driving), novice intimidator (No critical fails) novice marksman (no critical fails.) Novice Auto marksman ( No critical fails) (
$150, 442 revolver, Special Tommy gun (effects?)
Japanese, ~19 years old, spotty. wears a fedora.
Johnny 'Clean Hands' Thompson
Crooked Detective(+1 to subterfuge), dabbling Healer
$600, Police badge and I.D(+1 to police relations) 442 revolver, eye patch
Slim, wears a ratty brown hat and long black jacket. Looks roguish and carefree. Is missing one eye which is covered by a dirty black patch.
Hans "Handcannon" Bruisewell[spoiler]
[spoiler=Gender] Male
About 6 foot 1, lean yet muscled, pale white skin, dark brown, close cropped hair, small scar on right shoulder and has a general 'I dont fuck around' air about him.
Locations
A small building which has an entrance just out the back of the Hideout. Inside are 6 beds with a footlocker at the end. One of the beds is covered with blood. Toyozos crudely scrawled target covers one of the walls.
This building has seen better days, it is quite boring from the outside and doesnt even have a sign.
A long Urban street down near the docks there are some shops and corner stores at the top end while down by the sea are the docks warehouses. Your hideout is along this street. There is also a butchers shop along this street and at least one shady weapons dealer.
Vehicles
This is a flash looking piece of vehicle and can probably hit some pretty high speeds but there are only two seats and you could only fit three people in safely. (+1 to speed, survival roll for 4+ people in the car)
Location: Sharp Street
A new Stat will be introduced this turn it is Gang Influence this will be either positive or negative. A positive influence means more people will respect your organization and police and similar sized gangs will be wary of taking you on though but the higher your influence gets the more the bigger boys will watch your group and soon you may have specific police units just for hunting you and huge crime families trying to stop you reaching the top. Positive influence is gained through extortion having civilian contraband (Alcohol, drugs) to keep the masses happy, bribing police and generally handling things in as non-violent a way as possible, when necessary.
Meanwhile a negative influence will make your gang notorious and police and other gangs alike will start to plot against you and see you as a threat. Negative influence is basically gained through chaos and murder and the like.
Also I now have a better system for handling skill improvements.
Please point out any problems.