Cyrus Wolfe (maxicaxi): In a glorious burst of multi tasking I do some emergency repairs, grab a couple of SMGs, drive to the safe house through an indirect route. {1-1} -> {2}
Henry Dezrick (Grakelin): "Let's go gentlemen, pick a car and get in fast. We have some things to talk about when we get back," Henry says, rolling down the window. "Alex, once we have a full load, don't stop this car for any reason. Not even to run people over." {Auto-success}
Johnny Bison (rawr359): Get in the back seat of the non-bloody car. {Auto-success}
Alexander Erikson (Jack A T): Drive away through an indirect route to the safe house, once the car is full. {5+1}
Dan McCoy (Flintus10): Get in the car and get the hell out of here. {Auto-success}
Howard Finley (Dervin): Grab for a nearby gun then jump into the closest car. {4}
Rolf Gramerie (wolfchild): Get back in the non-bloody car, chastise Cyrus after we meet back up. {Auto-success}
NPCs
Cartel Member 3: Wake up. {2}
Hidden Gang Member: RfB! {2} -> RtL {4}
Turn 13: A man left behind.
Cyrus doesn't hesitate. His car door's open in a second and he's popped the hood, looking for what's gone wrong. The entire goddamned car is falling apart! He does what he can to cool it off, questioning his earlier state of mind. Everything he tries fails. He grabs an SMG (seems like an MP5) and peeks at the underside, looking for something that'd at least make the car run, even for just a few more miles.
"Cyrus, we're gonna leave first. We need to get get going right now," shouts Howard, grabbing the other MP5. He fumbles for a spare magazine inside the cartel member's suit then jogs over to the Altima, sliding into the uncomfortable middle backseat position. He's soon joined by Dan, Johnny, and Rolf, making an already uncomfortable situation even worse.
Alexander peeks back from the front seat, "Everyone in?" he asks. With a nod, he accelerates away from the scene of the deal. He takes an inconspicuous route next to the harbor, avoiding traffic and pedestrians.
Henry turns to face Alexander, "Don't stop this car for anything. Least of all to run someone over."
Rolf breaks the tension somewhat, "I wonder about Cyrus. He'll be fine, right? Can't see his headlights behind us yet."
"He'll take a different route, no doubt. It's up to him to dispose of that bloody car of mine. Hell, I just hope he tears off the license plates before he ditches it somewhere..."
Meanwhile, Cyrus' impromptu repairs are not going well. He's managed to lodge himself underneath the vehicle and as he struggles to free himself, his left hand gets caught somewhere. He tugs away hard, pulling it against something sharp, drawing blood.
"Shit..."
He struggles more. The car lurches forward, crushing his leg underneath its tire. There's absolutely no way he'll be able to free himself, barring displays of superhuman strength. To make matters worse, those headlights from before? They're here. Cops, too. Cyrus can just barely make out the insignia from the position on the ground he's in. It takes everything he has to keep from screaming out in pain. They haven't spotted him, he has an MP5 in his right hand. No idea how many rounds left in it, if any...
Alexander drives up to Henry's house, parking in his garage. The six of them bolt out, lugging the heavy cases into the shack. They're eager to open them up and see just what exactly they've made off with. Johnny drops the suitcases onto the round table with a bit of a thud, undoing the latches. They pop open easily enough. Case number one is filled with bags of a pure white powder. It probably hasn't been cut yet. Now, for the other case...
All eyes locked on case number two, Johnny unlatches it. He pulls the case open, revealing stacks of $20 bills. They're bundled in groups of 100 for easy counting, each bundle containing $2000. He empties the case out onto the table, the wads of cash splaying out. A cursory glance reveals at least 50 bundles, probably more.
"Holy shit."
"The Cartel's going to be pissed. One thing doesn't make sense, though. If the Gang had planned on ambushing the deal, why'd they bring this much money? Wouldn't it be safer to bring an empty case? More importantly, how the fuck did they get this much money in the first place? Is this all just from selling drugs?"
"I don't give a damn either way. We have $100,000 here, how much does each of us get?"
Silence for a moment as everyone did the math. Henry's the first to speak up.
"About $15,000 each, I suppose."
"Doesn't seem like as much as it did a few minutes ago," Dan says, frowning.
"Speaking of which, shouldn't Cyrus be here soon? Don't suppose he got picked up by the cops?"
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?
Docks:
Heroin Deal: A cartel's meeting one of the larger street gangs. They plan on moving a large amount of product. The deal fell apart, the groups gunned each other down. Cyrus is here, his leg pinned underneath Alexander's car. The cops have arrived, though only a few.
Travis: Gun dealer. Specializes in pistols, prices are marked up above retail.
Vehicles:
1993 Nissan Altima, decent condition. The seats are pretty much spotless. The carpet is torn up, not unusual for a car its age. The trunk is filled with scrap.
1997 Volkswagen Jetta, broken.. The front bumper is coated in blood as are the tires. The engine's dead. The rear seats, radio, muffler, resonator, and radiator are all gone. (+2 to escape rolls, all enemies will focus on this vehicle, -40 to durability rolls.)
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, 2 worn.
Items:
$100, Looie's share.
Approximately $100,000 in $20 bills.
About a kilogram of heroin, maybe less.
249 9mm rounds.
100 .45ACP rounds.
Status: Fine.
Skills: +1 to CQC, +1 to disabling attacks!
Guns:
Glock 17 -- Durability ??/100 -- Ammo: 11+1/17, 9mm.
Inventory: $500.
Crimes: Accessory to murder, theft.
Status: Disguised.
Skills: +1 to rolls involving numbers, +1 to teaching rolls.
Inventory: $500.
Guns:
Glock 17 -- Durability ??/100 -- Ammo: 17+1/17, 9mm.
Crimes: Accessory to murder, theft, vandalism.
Status: Tipsy. Probably shouldn't drive.
Skills: +1 to talking rolls
Guns:
Colt SCG -- Durability: 70/100 -- Ammo: 7+1/9, .45ACP.
Inventory: $500
Crimes: Accessory to murder, theft.
Status: Leg pinned underneath car. Forearm bleeding slightly. Three cops in the area.
Skills: +1 to mechanics!
Inventory: $300, toolbox.
Crimes: Vehicular manslaughter, accessory to murder, theft.
Skills: +1 to shooting, +1 to cleaning.
Guns:
Stallard Arms JS -- Durability: ??/?? -- Ammo: 6+1/8, 9mm.
Inventory: $500.
Crimes: Murder, manslaughter, theft.
Status: Disguised. Tied shoes (+1 to running!)
Skills: +1 to parkour, almost familiar with Glock 17.
Guns:
Glock 17 -- Durability: 65/100 -- Ammo: 17+1/17, 9mm.
Inventory:
Case of heroin, case of money.
Skills: +1 to driving.
Inventory: $100,
spotless knife.