Day 1 - 23:53
You lug the bodies back into the forest, where you 'process' them for later. Sadly you lack the proper tools to 'process' them correctly, but eventually you manage to harvest four chucks of suspicious raw meat.
Name: Alexander Zane
Health: 9/15
Armour: 0
Energy: 0/3
Innovation Points: 0/1
Money: $61
Majors: Survival 1001 (Can rest fully in wilderness without food or a bed. Can construct shelter in the wilderness with enough time and the proper tools. +3 to sneaking in wilderness. -3 to sneaking in cities. Moves through wilderness normally.)
Minors: 1001 Ways to Serve a Human (Can cook a wide variety of meals if given tools, materials and time. +1 to all rolls after eating suspicious meat. Lasts for 1 turn.)
Big and Scary (+5 to health. +2 to intimidate. +2 when making rolls that cause fear.)
Skills: None
Weapon Proficiencies: Melee (ACC: +15%, DMG: +2)
Effects:
GM Interrupter
Effect: +2 to interrupt the GM.
Duration: Until used.
Description: You have interrupted the GM's plans for the second-to-last time! Hopefully. It's not like I have complete and utter control over the world in all it's entirety.
Weapons:
Nailboard: DMG: 4 RoF: 0 ACC: 45% CAP: 0 (Equipped)
Special: Simplicity itself: DMG: 6 when attacking enemies with high IQs.
Description: A board. With a nail in it. Doesn't get simpler than that.
Club: DMG: 1 RoF: 0 ACC: 45% CAP: 0
Special: Nighty Night: Sneak attacks with this weapon always knocks a target out, assuming that they have no protection against being knocked out.
Desciption: Favoured by thugs, cavemen and anybody who's ever whacked somebody else with a stick. Obviously bringing a club to a gunfight is going to get yourself killed.
Knife: DMG: 3 RoF: 0 ACC: 45% CAP: 0
Special: Silent Killer: Attacks are completely silent. Guards probably won't have overactive imaginations, so try to kill them with the first throw.
Backstab: DMG: 8 with a sneak attack.
Description: It's a knife. A nice knife, yes, but not the kind of knife that would warrant a long description. At best it'd probably have a really nice handle, or maybe a blade with no notches in it. Really, what can you do to snazz up a knife like this? Sure, you could add gold and jewels and other fancy stuff on it, but what's the point? For a common, average, work-a-day knife, you wouldn't want to fancy it up so much in case the you break or ruin it. What you want is a common, easy to get knife. That way, it's not some distinctive piece of evidence they can use when you stab a man with it. Knowing you, you'll stab a lot of men with it.
Inventory: Blue Tote-bag
Ragged Clothes (-1 to not looking suspicious)
Suspicious Raw Meat x 4
Package of Airline Peanuts (Permanent increase to Health, Energy or Innovation Points when consumed)
After chucking the cell phone away, you head into the city proper to find a pawn shop or something.
Eventually you wander you way into the poor section of the city, where the number of pawn shops per square kilometre is 20.35. At this late hour most of them are closed, but thankfully not all of them. You enter one of the still open pawn shops, though mini-fortress might be a better way to describe the place. The walls are at least three cinder-blocks thick, the windows are covered with heavy metal mesh, and the pawnbroker sits behind a inch of bullet-proof glass.
You hand the loot over to the pawnbroker through a slot in the wall. You briefly hear whirling sound, as some sort of machine checks the loot for... something. Explosives probably. Finally the pawnbroker picks up the loot and goes over it with a keen eye. He pulls a wad of bills out of the cash-register (which has a ten-number PIN and fingerprint scanner) and pushes it through the slot. You eagerly begin to stuff the bills into your tote-bag, before you notice that the total only comes to $401. You complain loudly to the pawnbroker.
"Well, what if the police come snooping around?" he replies, "It's not my fault you're such an idiot to sell stuff while it's so hot. Look, if you needed the money so badly you should have at least worn a disguise or something. Now, the next time you come here remember to do so a couple days after the robbery, okay?
Idiot."
Name: Gerald Root
Health: 8/10
Armour: 0
Energy: 1/3
Innovation Points: 1/1
Money: $679
WANTED FOR: Murder, Stealing
Majors: Espionage 1001 (+3 to sneaking, stealing, disguises and bluffing)
Minors: Roguish Charm (+2 in conversations with women. +1 in conversations with men. +1 when gambling)
Controlling Your Chronic Backstabbing Disorder to Work for You! (Sneak attacks always hit. +2 to all rolls after betraying an organization/person. Lasts till the next time you sleep)
Skills: None
Weapon Proficiencies: Revolvers (ACC: +10%, DMG: +1)
Shotguns (ACC: +5%)
Effects: None
Weapons:
Shotgun: DMG: 2 RoF: 1 ACC: 40% CAP: 6 (7 Gauge) (Equipped)
Special: Come At Me Bro: DMG: 4 and ACC: 75% while out of cover.
Description: Small yet powerful, the Bethesda P-99 is useful for those who aren't afraid to take risks, or stand in the middle of a firefight blowing people's limbs off.
Pistol: DMG: 1 RoF: 2 ACC: 50% CAP: 12 (9mm)
Special: None.
Description: The USLE-55 was designed specifically for use by every other guy in the street. It's lightweight, easy to use, and weak enough to pose very little treat to anybody with half a knowledge of tactics.
Inventory: Blue Tote-bag
Ragged Clothes (-1 to not looking suspicious)
Neighbourhood Watch Uniform (+1 to not looking suspicious) (Equipped)
Clothes
7 Gauge Shells x 10
9mm x 20
Credit Card (PIN unknown)
Set of Identification Cards (Name: Gerald Bassanelli) (Very Poor Match)
Package of Airline Peanuts (Permanent increase to Health, Energy or Innovation Points when consumed)
Operation: Mischief on the Beach is a complete success. You gain $2852 in loot from random couples wandering the beaches late at night. Or course you're now tired after a long day of brutal murder and stealing, but it's completely worth it.
Prof. Kane Wilson has gained the effect:
TiredTiredEffect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.Description: You're tired. Not so incredibly tired that you'll collapse at any moment, but tired enough to affect your actions. In other words, get some rest.
Name: Prof. Kane Wilson
Health: 14/15
Armour: 0
Energy: 0/2
Innovation Points: 1/1
Money: $79
WANTED FOR: Murder x 2, Grand Theft Golf Cart
Majors: Theoretical Degree in Physics (+5 to science, mathematics and hacking.)
Minors: Hypervelocity Kinematics of Ferrous Solids (ACC: +10% with all guns.)
Weapons Development 1001 (Can make a wide variety of explosives if given tools, materials and time.)
Skills: None
Weapon Proficiencies: Knives (ACC: +10%, DMG: +1)
Effects:
Tired
Effect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.
Description: You're tired. Not so incredibly tired that you'll collapse at any moment, but tired enough to affect your actions. In other words, get some rest.
Weapons:
Glorified Club: DMG: 1 RoF: 0 ACC: 45% CAP: 0 (Equipped)
Special: Nighty Night: Sneak attacks with this weapon always knocks a target out, assuming that they have no protection against being knocked out.
Description: Unlike those common, run-of-the-mill clubs, this one is crafted with tender and loving care, greatly increasing its value. It's not deadlier than a regular golf club though. After all, at the end of the day you're still just hitting someone with a giant stick.
Golf Club: DMG: 1 RoF: 0 ACC: 45% CAP: 0
Special: Handicap: DMG: 2 when at less than 50% health.
Description: Not to be confused with a regular club, which the golf club pretends doesn't exist. Millions of people use this to whack little white spheres, when they could be using it to whack other people.
Inventory: Red Tote-bag
Ragged Clothes (-1 to not looking suspicious)
Security Uniform (+2 to not looking suspicious) (Equipped)
Standie-talkie (Able to communicate with other standie-talkies within 50 metres.)
Loot ($2852)
Package of Airline Peanuts (Permanent increase to Health, Energy or Innovation Points when consumed)
Currently driving:
Modified Golf Cart: TPD: 15 kmh PRO: 0 MAN: -3
Special: None
Description: This is no ordinary golf cart, oh no. This one has had its engine, gearbox and suspension tuned for maximum performance, enabling it to go 3 times faster than before. Knowing that its original was a mere 5 kmh makes the modifications less impressive. Still, when you want to go at a speed just slightly faster then running, accept no substitutes.
Your attempts to help with Operation: Mischief on the Beach fail when you fall asleep in the golf cart. After waking up, you notice that somebody has stolen your clubs, standie-talkie, money and even the clothes off your back. At the very least you still have your tote-bag and the rags that you stuffed in there. Still, you're pissed at hell that somebody would have the guts to steal from you when you were going to do the same to them.
Health: +1!
Energy: +1!
Name: Alexander Wyane
Health: 14/15
Armour: 0
Energy: 1/2
Innovation Points: 1/1
Money: $0
WANTED FOR: Murder x 2, Grand Theft Golf Cart
Majors: Cults 1001 (Can make sacrifices to the Outer Gods in return for a random effect. +3 to sneaking, disguise, bluffing.)
Minors: How to Better Serve Your Gods (Sacrifices are more likely to create positive effects. Small sacrifices can be made during combat.)
Managing the Herd [People Seminar] (Can have up to 5 followers. +2 when convincing people to follow you.)
Skills: None
Weapon Proficiencies: Axes (ACC: +15%, DMG: +2)
Knives (ACC: +10%, DMG: +1)
Rifles (ACC: +5%)
Effects:
GM Interrupter
Effect: +2 to interrupt the GM.
Duration: Until used.
Description: You have interrupted the GM's plans for the second-to-last time! Hopefully. It's not like I have complete and utter control over the world in all it's entirety.
Weapons: None! Grab a weapon ASAP!
Inventory: Red Tote-bag
Ragged Clothes (-1 to not looking suspicious)
Package of Airline Peanuts (Permanent increase to Health, Energy or Innovation Points when consumed)
You hunker down in an alleyway somewhere, bandaging your wounds with strips of cloth ripped from your clothes. Luckily, a nearby park contains a water-fountain to clean your wounds of dirt and whatnot. Without access to, say, effective medicine, it's the most you can do. You manage to get some sleep while you're at it too. It does you some good.
Health: +3!
Energy: +1!
Name: Xavier de Rocheford
Health: 4/10
Armour: 0
Energy: 2/3
Innovation Points: 1/1
Money: $70
Majors: Espionage 1001 (+3 to sneaking, stealing, disguises and bluffing)
Minors: Roguish Charm (+2 in conversations with women. +1 in conversations with men. +1 when gambling)
Smug Arrogance (Immune to fear and stun. Weak to anger.)
Skills: None
Weapon Proficiencies: Melee (ACC: +10%, DMG: +1)
Rifles (ACC: +5%)
Pistols (ACC: +5%)
Explosives (ACC: +5%)
Weapons:
Shotgun: DMG: 2 RoF: 1 ACC: 40% CAP: 6 (7 Gauge) (Equipped)
Special: Come At Me Bro: DMG: 4 and ACC: 75% while out of cover.
Description: Small yet powerful, the Bethesda P-99 is useful for those who aren't afraid to take risks, or stand in the middle of a firefight blowing people's limbs off.
Pistol: DMG: 1 RoF: 2 ACC: 50% CAP: 12 (9mm)
Special: None.
Description: The USLE-55 was designed specifically for use by every other guy in the street. It's lightweight, easy to use, and weak enough to pose very little treat to anybody with half a knowledge of tactics.
Inventory: Tote-bag
Ragged Clothes (-1 to not looking suspicious)
9mm x 24
1 Credit Card (PIN unknown)
7 Gauge x 8
Package of Airline Peanuts (Permanent increase to Health, Energy or Innovation Points when consumed)
Sorry for being so hypocritical, but I was starting my Fallout 2 LP back up. It's been more than a month since it's had it's last update, so I thought that updating it was slightly more important.
The thirty-third class shall arrive later today after I have one last check over their characters, to make sure that I haven't missed anything.