Day 2 - 07:53 (Soon)
You pawn the pistol and 9mm ammo, getting a paltry $43 in return, which only increases your grumbling.
Your attempts to find low-income housing are foiled when you discover that it's the middle of the night and no landlord is actually awake. Annoyed, you buy a newspaper and check the classified section for an apartment or job to pass the time. When dawn breaks, you've marked off all the promising advertisements, planned the shortest route between them, and practiced some basic hygiene for the interviews.
Gerald Root 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: Gerald Root
Health: 8/10
Armour: 0
Energy: 0/3
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:
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:
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.
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
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)
Newspaper (+2 to finding housing or a job)
You twiddle your thumbs and heal yourself through sheer force of will. Not much though.
Health: +1!
Energy: +1!
Name: Xavier de Rocheford
Health: 5/10
Armour: 0
Energy: 3/3
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)
After consuming the peanuts to boost your innovation points, you construct a lean-to and set up some snares before going to sleep. You wake up feeling refreshed and invigorated.
Health: +3!
Energy: +3!
Max Innovation: +1!
Innovation: +2!
Name: Alexander Zane
Health: 12/15
Armour: 0
Energy: 3/3
Innovation Points: 2/2
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)
Your attempts to find the bastard who stole your shit fail completely, because he (or she) wasn't stupid enough to stick around and wait for you to have your vengeance and all. Pissed, you head back to the golf-cart to wait for your companion. As you wait, your ears pick up the high-pitched whine of police sirens coming your way. You whisper, "Damn GM, you told me that my actions didn't merit a Blow-by-Blow!"
Blow-by-Blow Sequence Activated!Alexander Wyane 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: Alexander Wyane
Health: 14/15
Armour: 0
Energy: 0/2
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.
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: 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 wander around the subway, looking for somebody who is as well-dressed as he is gullible. Your prayers are answered, when a very confused-looking regional manager steps onto the platform. "WHAM!" you yell as you hand him the papers, since normally they don't make such an impressive sound when you hand them to somebody. Your plan goes even better than expected. Not only do you get his business suit, but an additional $500 bribe. Ha!
Name: Esquire Xavier Omon
Health: 10/10
Armour: 0
Energy: 1/2
Innovation Points: 1/2
Money: $600
Majors: Law 1001 (+5 to persuasion and law. +1 lawyerly documents a turn.)
Minors: Lawyerly Combat 1001 (Can use lawyerly documents in combat. Using lawyerly documents in combat has a variety of effects.)
Trial by Arms 1001 (Melee attacks have ACC: -25%. Melee users out of cover do not have ACC: 100% against you. ACC: +10% against melee users.)
Skills: None
Weapon Proficiencies: Ninja Weapons (ACC: +15%, DMG: +2)
Melee (ACC: +5%)
Effects: None
Weapons:
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: Green Tote-bag
Ragged Clothes (-1 to not looking suspicious)
Men's Business Suit (+5 to not looking suspicious. +1 to business and persuasion) (Equipped)
While it's a know fact that warehouses often contain a whole manner of awesome and useful things (or boxes. Either or), the sad fact is that all of them are guarded. Admittedly most of the guards are just rent-a-cops, but at this point in time you decide brutally murdering them is a bad idea. Keeping out of sight of any cameras or people, you check the warehouses as best as you are able. Most of them are too well guarded for you to enter, but eventually you find one that is just patrolled by one guard. Sure, it's empty, but it's a victory none-the-less. Plus, a container full of simple chemicals was hidden under one of the shelves. Sweet.
Name: Sargent Rick
Health: 10/10
Armour: 0
Energy: 1/2
Innovation Points: 2/2
Money: $100
Majors: Covert Ops 1001 (+3 to sneaking, disguise and sabotage. No pentalty for moving through wildnerness. No penalty for Tired.)
Minors: General Badassery 1001 (50% chance not to comsume Innovation Points in combat.)
Explosive Improvization 1001 (Can construct crude explosives.)
Skills: None
Weapon Proficiencies: Sniper Rifles (ACC: +10%, DMG: +1)
Explosives (ACC: +10%, DMG: +1)
Weapons:
UM-45: DMG: 2 RoF: 1-10 ACC: 45% CAP: 30 (9mm)
Special: Ra-tat-tat: May attack twice a combat round.
Bullet Impediment: RoF is based on the roll of a d10. The RoF changes before each attack.
Description: The UM-45 is named for the fact that it sounds like a person with a speech impediment trying to imate the sound that a SMG makes. Besides a variable rate of fire, the gun is very reliable. Plus, it comes with a built-in ashtray, which is handy for the smoking crazied gunman.
Inventory: Green Tote-bag
Ragged Clothes (-1 to not looking suspicious)
9mm x 30
Basic Chemicals
Since Jessica seems to be off in her own little world, you head off to find somebody to steal their identity. After much searching, you encounter a drunk passed out in the street. unlike most drunks, this guy looks half-respectable. A quick smash over the head, and you loot the body. Most of his money is gone, but his ID is still safe and sound. Apparently his name was Joesph Schultze. After dressing up in his clothes and quickly altering your face in a nearby store window, you look like the splitting image of the guy.
Well, your image isn't the only thing that's splitting. As you walk down the street, you get the mother of all headaches. The pain is so immense that you eventually black out from it. As you come to, you notice Jessica standing over you, in the clothes that you took off of Joesph Schultze. Seeing you wake, she thanks you for the clothes before skipping away merrily. As she skips away, you spot your money in her grubby little hands. Damn it. At least she left you with the ID and your revolver.
Name: John Smith
Health: 10/10
Armour: 0
Energy: 1/2
Innovation Points: 2/2
Money: $0
Majors: Identity Thief 1001 (+4 to disguise and persuasion. Identity cards are at least a Poor match.)
Minors: Sabotage 1001 (+3 to sabotage.)
Fashion 1001 (No penalty for wearing clothes of differing gender. +1 to not looking suspicious. Can make and mend a wide variety of clothes if given tools, materials and time.)
Skills: None
Weapon Proficiencies: Revolvers (ACC: +15%, DMG: +2)
Knives (ACC: +5%)
Weapons:
Revolver: DMG: 1 RoF: 1 ACC: 50% CAP: 6 (.34)
Special: I Am The Law: ACC 75% against criminals.
Description: The revolver has been a tool of law agencies everywhere, mostly because they are too lasy to purchase new guns. While the .34 revolver isn't as glamorious as the .44 Magmum or .666 Hellblaster, it gets the job done when you need it most. Unless you're facing a tank that is. Then you're on your own.
Inventory: Green Tote-bag
Ragged Clothes (-1 to not looking suspicious)
.34 x 18
Set of Identification Cards (Name: Joesph Schultze) (Okay Match)
Name: Yayyyy Jessie is Our Name What is Yours?
Health: 10/10
Armour: 0
Energy: 1/2
Innovation Points: 1/1
Psi: 9/10
Money: $221
Majors: None
Minors: None
Skills: Natural Psionic (Able to use Psi points to influence the world around you. Effects will vary a lot. A random number of Psi points regenerate whenever you rest.)
Natural Telepathy (+3 when using psi points to read minds.)
Weapon Proficiencies: None
Weapons: None
Inventory: Green Tote-bag (Painted purple)
Ragged Clothes (-1 to not looking suspicious)
Clothes (Equipped)
Member John Smith should feel glad that it isn't participating in an RTD, else losing its money would be the least of its troubles. Unless death is a preferable alternative, of course.