Day 3 - 16:51 (For a bit, at least)
Can you believe that this suit was only twenty dollars? And that this portable stove was merely a hundred dollars? And did you see this great deal I got on the-
*Ahem*
Right. You quickly make your purchases and then hurry back to the storage place at the end of town. You set up the inflatable mattress in the middle of the room, since Project EVIL never really taught interior design. It might be a bit weird mixing up chemicals in your bedroom, but it's better than nothing.
Counting up the bills, you've spent $352 to purchase:
Men's Business Suit x 1
Cheap Hazmat Suit x 1
Portable Stove x 1
Cheap Chemistry Equipment x 1
Basic Chemicals x 5
Can of Biofuel x 3
Spartan Bedroom x 1
Two Subway Tickets x 2 (You'd think that the subways would have cameras or guards or something)
Not too shabby.
Finding yourself inexplicably hungry, you devour some airline peanuts with a side of raw potato. Hmm...
Max Energy: +2Prof. Kane Wilson has gained the effect:
TiredEffect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.Description: Get some sleep. Bomb-making can wait till tomorrow.
Name: Prof. Kane Wilson
Health: 15/15Armour: 0Energy: 0/4Innovation Points: 1/1Money: $2675WANTED FOR: Murder x 3, Grand Theft Golf Cart, Stealing x Lots
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:TiredEffect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.Description: Get some sleep. Bomb-making can wait till tomorrow.
Weapons:Glorified 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.
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.
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.
SMG: DMG: 2 RoF: 6 ACC: 45% CAP: 24 (9mm)
(Equipped)Special: Spray and Pray: May make multiple attacks a round, at ACC: 33%
Description: As an entry-level SMG, the SrP could be worse. Sure, the gun is as flimsy as hell, and the sights are calibrated horribly, and the clips can accept only 24 rounds of ammo if you don't want the thing to jam...
Inventory: Red Tote-bag
Ragged Clothes (-1 to not looking suspicious)
Security Uniform (+2 to not looking suspicious)
(Equipped) Men's Business Suit (+5 to not looking suspicious. +1 to business and persuasion)
Cheap Hazmat Suit (-3 to not looking suspicious. +3 defence against hazardous materials)
Standie-talkie (Able to communicate with other standie-talkies within 50 metres.)
Cellphone (
)
Portable Stove (+2 to cooking)
Cheap Chemistry Equipment (+1 to chemistry)
Basic Chemicals x 5
Can of Biofuel x 3
Package of Airline Peanuts (Permanent increase to Health, Energy or Innovation Points when consumed)
Potato of Shame (Permanent increase to Health, Energy or Innovation Points when consumed)
9mm x 10
Base of Operations:Location: Self-Storage Place on the North End of Town
Rooms: Spartan Bedroom (Can be slept in)
Special: 24/7 Surveillance (Can't access footage).
Other: Paying rent ($5 a day).
Heat: None
Using her amazing powers of mind reading, Jessica determines that somebody is still in the embassy. However she is distracted by the poor state of her vegetable friend, and instead of doing anything to that person, she spends the next couple hours snazzing her friend up. Once the job is finished, Jessica remembers exactly why she was here in the first place.
To find a doctor. Contacting the embassy.
Blow-by-Blow Sequence Activated!Name: Yayyyy Jessie is Our Name What is Yours?
Health: 10/10
Armour: 0
Energy: 1/2
Innovation Points: 1/1
Psi: 7/10
Money: $220
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
Effects: None
Weapons: None
Inventory: Green Tote-bag (Painted purple)
Ragged Clothes (-1 to not looking suspicious)
Clothes (Equipped)
Potato Friend (Highly snazzed up. +1 to comforting. +5 to poking somebody's eye out)
Hmm, you know, fry-cooking isn't all that bad. Hmm? What's that Abujamal? Yeah, I've got the frie- HOLY MOTHER OF GOD! I didn't see you there. I'm sorry Mister Firdos Nail Abujamal. h-here let me just OH SHIT. SHIT SHIT SHIT SHIT SHI- Hasim! Hasim, come quickly, come on, you've got to ge- Oh Nonononononononono WHY DOES THIS KEEP ON HAPPENING TO ME?!?!?!?
John Evly has gained the effect:
TiredEffect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.Description: The double murder of your boss and his son was really tiring, you know? Accidentally burning somebody and then clubbing him to death is hard work, especially if you inadvertently stab a man afterwards. Get yourself some sleep. Well, after you flee the crime scene of course. That's a no-brainer.
Name: John Evly
Health: 10/10
Armour: 0
Energy: 0/2
Innovation Points: 3/3
Money: $110
WANTED FOR: Murder x 2
Majors: Being Evil 1 (+3 to all evil actions and deeds. -2 to acting suspisous.)
Minors: Mercenary 1 (+3 to bartering and persuasion.)
Filing Paperwork 1 (+2 to mathematics and law. Able to gain the effect Ballistic Rampage once per day.)
Skills: None
Weapon Proficiencies: Handguns (ACC: +10, DMG: +1)
Effects:
Tired
Effect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.
Description: The double murder of your boss and his son was really tiring, you know? Accidentally burning somebody and then clubbing him to death is hard work, especially if you inadvertently stab a man afterwards. Get yourself some sleep. Well, after you flee the crime scene of course. That's a no-brainer.
Weapons:
Dual Pistols: DMG: 2 RoF: 4 ACC: 55% CAP: 24 (9mm)
Special: None
Description: Two USLE-55 pistols, so finely crafted and adjusted that they firing them akimbo is more effective than using them properly. Or at least that's what you think, otherwise you could simply pair two USLE-55 pistols together to get a better weapon.
Inventory: Green Tote-bag
Ragged Clothes (-1 to not looking suspicious)
Bloody Fry-cook uniform (-5 to not looking suspicious. +1 to cooking) (Equipped)
Potato Pillow of Shame
9mm x 24
You feel your lack of sleep catching up to you, despite your resistance to being tired. Still, you have work to do.
Finding a warehouse full of junk was pretty easy. Finding a warehouse full of something valuable, less so. Still, you manage to find a warehouse stocked with chemicals near your target, and another one full of suspicious crates further away. Or at least you think those crates look suspicious. Maybe's it's just the light-headedness talking.
Sargent Rick has gained the effect:
Really TiredEffect: ACC: -15% with all weapons. -2 to all rolls
Duration: Lasts until next time your sleep.Description: The lack of sleep and chemical fumes isn't exactly doing wonders for your complexion.
Name: Sargent Rick
Health: 10/15
Armour: 0
Energy: 0/2
Innovation Points: 2/2
Money: $112
Majors: Covert Ops 1001 (+3 to sneaking, disguise and sabotage. No penalty for moving through wilderness. No penalty for Tired.)
Minors: General Badassery 1001 (50% chance not to consume Innovation Points in combat.)
Explosive Improvisation 1001 (Can construct crude explosives.)
Skills: None
Weapon Proficiencies: Sniper Rifles (ACC: +10%, DMG: +1)
Explosives (ACC: +10%, DMG: +1)
Effects:
Really Tired
Effect: ACC: -15% with all weapons. -2 to all rolls
Duration: Lasts until next time your sleep.
Description: The lack of sleep and chemical fumes isn't exactly doing wonders for your complexion.
Weapons:
UM-45: DMG: 2 RoF: 1-10 ACC: 45% CAP: 30 (9mm) (Equipped)
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.
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: Green 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.)
Crude Explosive (Fuse: 4~12. May not explode. Cannot be used in combat, or as a booby trap)
Crude Map with Giant X (+1 to carry out your plan.)
9mm x 54
Base of Operations:
Location:Industrial District
Rooms: Sparse Bedroom (+1 to Energy. Can be slept in.)
Empty Room x 15 (Useless.)
Special: Fence (Reduces the amount of heat generated.)
Impromptu walls (Inner walls do not provide cover.)
Other: Sharing with Capt. Joun Quire.
Heat: None.
You know what's illegal in the Republic of Hawaii? Child labour. You know who doesn't care? You, of course. Plopping down $250 for tables, benches and materials is more than enough for you to set up a sweatshop in your own home. If only the children were willing to cooperate though. Sure, they're working now, but orphanages aren't exactly known for their high security, and it only takes one escapee to blab to the police. But... On the other hand, these kids make a mean wallet.
Esquire Xavier Omon has gained the effect:
TiredEffect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.Description: Get some sleep.
Name: Esquire Xavier Omon
Health: 10/10
Armour: 0
Energy: 0/3
Innovation Points: 2/2
Money: $344
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:
Tired
Effect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.
Description: Get some sleep.
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)
15 Cheap Wallets
Base of Operations:
Location: On the western edge of the city.
Rooms: Bedroom (+2 Energy. Can be slept in.)
Sparse Cafeteria (+1 Energy. 134/150 units of food.)
Sparse Bathroom x 2 (Useless, but nice to have.)
Sparse Dormitory x 2 (+1 Energy. Can sleep up to 10 people.)
Useless Rooms x 5 (Useless, duh.)
Sweatshop (Generates 3 cheap wallets per child per turn)
Special: Fence (Reduces the amount of heat generated.)
Other: Home of 5 orphans (-2.5 units of food a day. 5% chance of escaping each turn.)
Heat: None.
At your word the hobos scatter to spread word about your restaurant's grand opening, while you head to the bedroom for a quick nap and a bite to eat. Waking up nice and refreshed you feel on top of the world. Now then, if only you knew where the food in your kitchen went to.
Health: +2Energy: +3Name: Alexander Zane
Health: 14/15
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: Common Techniques of the Cooking Hobo (+1 to cooking)
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)
Tasty Suspicious Meat Kebabs x 4 (Food. +1 health when consumed)
Basewarming Muffin (Permanent increase to Health, Energy or Innovation Points when consumed)
Base of Operations:
Location: Commercial District.
Rooms: Spartan Bedroom (Can be slept in.)
Well-Stocked Kitchen (+2 Energy. 0/100 units of food.)
Sparse Bathroom x 2 (Useless, but nice to have.)
Empty Room x 2 (Useless.)
Sparse Restaurant (Generates money each day. Currently closed.)
Special: Hobos (A handful of hobos are squatting in your base and using the kitchens)
Other: Owns the deed to the place.
Heat: None.
Despite being berated by Rick, you head out to the nearest bar to see if you can't make some money or something. Or get pissed drunk. Either would be good, really. You enter the shadiest bar you can find, the 'Three-Legged Mick'. The patrons of the bar glance at you with sullen eyes, but their looks aren't hostile. Maybe their eyes are sunken from industrial chemicals or something. You've heard about a certain chemical from somewhere, that turned people into zombies or something. Or was that from a book? No no no, you've definitively seen it in a news-report on TV. Or something. A movie perhaps. You could never hold your liquor as well as the other guys, and you aren't exactly one of those smart drunks. Speaking of not holding your liquor, it's time to go drain the old mizzenmast.
Having spent a good three hours drinking booze and rambling with the locals, you head into the bar's bathroom to answer the call of nature. One of the patrons follows you, and the two of you spend an awkward couple of minutes at the urinals. Eventually you manage to stumble your way over to the sink, where you manage to soak yourself in water. As you turn around to return to the bar, the patron coughs slightly and asks you a question. It's hard to tell exactly what he's saying with your booze earmuffs, but it kinda sounded like he was offering you a job. Either that or something indecent.
Blow-by-Blow Sequence ActivatedCapt Joun Quire has gained the effect:
Piss DrunkEffect: -2 to all rolls. -2 to balance.
Duration: 3 turns or until the next time your sleep.Description: Piss
Name: Capt Joun Quire
Health: 11/15
Armour: 0
Energy: 0/3
Innovation Points: 1/1
Money: $100
Majors: Sailing 1001 (+5 to sailing. +3 to carptendry and knot-tying. +2 to conversations with naval types.)
Minors: Basics of Naval Code (Able to launch a barrage of naval code in combat. All enemies within earshot have a 25% chance to be stunned.)
Looting and Plundering for Dummies (+3 to bartering. Loot gain increases by half.)
Skills: None
Weapon Proficiencies: Shotgun (ACC: +10%, DMG: +1)
Pistols (ACC: +10%, DMG: +1)
Knives (ACC: +10%, DMG: +1)
Effects: None
Weapons:
Sawn-Off: DMG: 3 RoF: 1 ACC: 50% CAP: 2 (7 Gauge) (Equipped)
Special: Aim For The Head: 15% chance to do DMG: 12 on a hit. 100% chance vs. zombies.
Description: A sawn-off Bethesda P-99. Why they had to use a Bethesda P-99 is beyond you, since it doesn't really seem like a good weapon to make a sawn-off with. Still, if you ever wanted to fight a hoard of zombies, look no further. Works well against a horde of zombies too.
Shotgun: DMG: 2 RoF: 1 ACC: 40% CAP: 6 (7 Gauge)
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.
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 (Painted red)
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.)
Wolf Pelt x 3
Use Button
7 Gauge x 12
.34 x 12
Base of Operations:
Location:Industrial District
Rooms: Sparse Bedroom (+1 to Energy. Can be slept in.)
Empty Room x 15 (Useless.)
Special: Fence (Reduces the amount of heat generated.)
Impromptu walls (Inner walls do not provide cover.)
Other: Sharing with Sargent Rick.
Heat: None.
HA! HA HA! HA HA HA HA! HA!
Your maniacal laughter and complete and utter disrespect for safety attracts the attention of everyone else in the shooting range, and it isn't long until somebody calls the cops. During one of your reloading breaks, you hear the sounds of sirens nearby. Crap.
Blow-by-Blow Sequence Activated!Name: Gerald Root
Health: 10/15
Armour: 0
Energy: 1/4
Innovation Points: 1/1
Money: $702
WANTED FOR: Murder, Stealing, Firing Blindly While Laughing Manically
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.
Inventory: Blue Tote-bag
Ragged Clothes (-1 to not looking suspicious)
Neighbourhood Watch Uniform (+1 to not looking suspicious) (Equipped)
Clothes
Blindfold
7 Gauge Shells x 16
Credit Card (PIN unknown)
Set of Identification Cards (Name: Gerald Bassanelli) (Very Poor Match)
Loot ($233)
Base of Operations:
Location: Commercial District, above the the Daughters of Liberty Bar.
Rooms: Sparse Bedroom (+1 Energy. Can be slept in.)
Sparse Kitchen (+1 Energy. 49/50 units of food.)
Sparse Bathroom (Useless, but nice to have.)
Empty Room (Useless.)
Special: None.
Other: Paying rent ($0 a day).
Heat: None.