Dan McCoy (Flintus10): Ugh, I'll try to defuse the situation. {4+1}
Cyrus Wolfe (maxicaxi): I try again. {2}
Howard Finley (Dervin): Make sure my gun has rounds in it before readying it. {4}
Henry Dezrick (Grakelin): Say such and such as stated above. {6}
Johnny Bison (rawr359): Cock my gun. {1} -> Misfire! Roll. {2}
Rolf Gramerie (wolfchild): Ready my gun, if things get violent aim for hands and arms. {2}
NPCS:
Travis: Tremble in fear. -> Roll for damage! {2+1(from kevlar)}
Turn 8: Misfire!
"Calm down. I'll be damned if this turns into a bloodbath while I'm here. Lower your guns, jesus. We can work things out."
The leader smirks. He points his gun at the ground and his expression changes to one of contempt, focused squarely at Dan. "Fine, we're listening."
With a wave of his hand, his "boys" lower their weapons.
Howard finds this less intense atmosphere to be a perfect time to check his gun for ammo. Flipping it over, he goes to check the magazine only to find there isn't one.
Shit.
Fumbling a bit, he keeps his eyes focused on the gang members, searching the table for a magazine. Finding one, he rattles it, hearing the sound of bullets -- he slots it into his gun and pulls back the slide, chambering a round. The gang's leader shoots a hypocritical glare at Howard, but his attention quickly changes to Dezrick, who's quick to speak up.
"We're all businessmen here, and I think you'll find it to be in our mutual interests to maintain a level of civility."
He spends time explaining the situation they find themselves in -- detailing the likely results of their stupid and brash actions. Towards the end, he nearly insults them but restrains himself.
Some of the thugs look on, wide-eyed. An apparently unarmed man effectively telling them to fuck off.
The leader's glance bounces between Dezrick and McCoy. "You've got balls, shit. Completely different from that piece of trash over there," he says, waving his gun in Travis' direction.
"The gang could use more guys like you. I'll pay for the goddamned UZIs. Drop by the Barking Spider sometime if you're looking for work. We always have some shit we need done and the pay is damned good. Tell the bouncer 'Bull' sent you."
He motions for one of his underlings to grab the cash. A couple rolls of twenties are tossed at Travis -- some men grab the UZIs and some boxes of ammo, dumping them into a paper bag. They make their exit, eyes still locked on the group opposite. After a minute, you can hear the sound of their cars pulling away.
Travis is the first to speak. He's back to shaking and sweating nervously.
"They really paid three thousand for those UZIs, jesus. That's enough to cover the costs of whatever the fuck you guys want. I need to cut ties with them, they're going to be pissed the next time we meet... I might skip town for a few weeks, shit."
Having returned to being a complete coward, he starts to pack up.
Johnny pulls back the slide on his glock, chambering another round. Apparently a round was already readied, and the unfired bullet winds up stuck in the breech. Frustrated, he jams the slide back hoping to free it, pulling the trigger simultaneously. He fires the loaded round straight out of the gun, which was unfortunately aimed at Travis. The bullet smashes into Travis' shirt, only to meet its match when it reaches his kevlar. It bounces off harmlessly, though the shock causes Travis to jump, banging his head against the nearby wall, knocking himself unconscious. At least the jam's cleared.
Through some twist of luck, Rolf was readying his gun at this time (at who, exactly, is rather unclear) and very nearly pulls the trigger too, out of surprise. Such a tragedy is just barely averted, however.
"Easy on the trigger, Johnny! ...He won't be out long. Let's get out of here."
Grabbing same ammo on their way out, the group is quick to disperse -- Travis'd be pissed when he woke up.
They meet again at their hideout -- Henry Dezrick's shed -- a day later. Apparently Cyrus had gone through several iterations of his AK-47 but these earned him nothing but scoffs from his comrades. None of them worked -- what did he expect?
"So, whatever happened to Looie?"
"Hell if I know."
"Think the cops got him? That article said something about his face being distributed to every station in the city."
...
"Maybe one of us should pay him a visit. We should probably check out "The Barking Spider" too. Sounds like a nasty place filled with scumbags, where better to get some information?"
"And please, would one of you lazy bastards give my car's seats a good washing?"
Convenience Store:
This store is situated in a particularly unsavory neighborhood. It borders the industrial sector.
Shut down.
Industrial Sector:
A couple miles away from the convenience store.
Lots of deals go down in the warehouses here.
Downtown:
The Barking Spider: Probably a bar of some sort. 'Bull' apparently invited McCoy and Dezrick here. Might be a decent place to pick up a few jobs?
Travis: Gun dealer. Specializes in pistols, prices are marked up above retail.
Vehicles:
1993 Nissan Altima, decent condition. The seats are covered in blood. The trunk is filled with scrap.
Hideouts:
Old shed in Henry's backyard.
It has an old wooden table and some rotting shelves. You could probably store a large item or two here.
Disguises:
6 ski masks.
Items:
$100, Looie's share.
249 9mm rounds.
100 .45ACP rounds.
Status: Fine.
Skills: +1 to CQC!
Guns:
Glock 17 -- Durability ??/100 -- Ammo: 17+1/17, 9mm.
Inventory: $500.
Crimes: Accessory to murder, theft.
Skills: +1 to rolls involving numbers, +1 to teaching rolls.
Inventory: $500.
Crimes: Accessory to murder, theft, vandalism.
Skills: +1 to talking rolls
Guns:
Colt SCG -- Durability: 74/100 -- Ammo: 9+1/9, .45ACP.
Inventory: $500
Crimes: Accessory to murder, theft.
Skills: +1 to mechanics!
Inventory: $450, toolbox.
Crimes: Accessory to murder, theft.
Skills: +1 to shooting.
Guns:
Stallard Arms JS -- Durability: ??/?? -- Ammo: 8+1/8, 9mm.
Inventory: $500,
spotless knife.
Crimes: Murder, theft.
Skills: +1 to parkour.
Guns:
Glock 17 -- Durability: ??/100 -- Ammo: 17+1/17, 9mm.
I'll apologize in advance for evacuating you from the warehouse without giving you a chance to do your looting or whatever. Seems like I have an irrational fear of spending too much time in one location and having the entire game bogged down because of it. The entire gang encounter was decided by the {5} and {6}s, really -- though Johnny's misfire could've turned out hilarious if he'd rolled two {1}s. Anyway, it's assumed you do stuff like reload your weapons whenever a significant amount of time passes, unless you otherwise explicitly request not to.
Just some references so you guys have some idea what your guns look like:
Colt SCGGlock 17Stallard Arms JSAs for ammo, if it says "17+1/17" that means there's 17 rounds in the magazine and one round chambered. When you pull the trigger, the round that's chambered is fired and the recoil will chamber another round automatically and expel the spent shell. The Colt SCG is the only gun there that has an external hammer to 'cock', so otherwise you'll just be pulling back the slide.