"Oh, don't look at me like that. He isn't dead, only unconscious. Now keep still and this'll all be over. And hopefully our paths won't cross again."
Bash McSecurity in the pressure point at the back of the neck hard enough with the baton to knock him out, but not kill him, then put my pistol, any ammo, the baton, and whatever I may have dropped into my tote-bag, then high-tail it to the crate warehouse, making absolutely sure not to be seen this time.
After bashing Graeme McSecurity on the head you pick up your pistol, two (empty) stun-guns and two glorified clubs before exiting through the half-open gate. If you're fast enough you might be able to make it to the crate warehouse before-
Day 4 - 08:33 (Getting on with it)
Meth lab? Please, this is 20XX, and nobody does Meth anymore. No, instead we do slightly similar drugs with odd names, like Bubble, KAS and Med-X for you veteran types.
Thus suitably informed about the drug situation in the city, you head out to a nearby hardware store to start your very own drug lab. Unfortunately you lack the money for a really high quality lab, but $150 dollars gets you enough buckets, tubing and jars to get you started.
Luckily none of the orphans escaped this turn, and they even managed to produce 15 more wallets. Yay!
Max Energy: +1Name: Esquire Xavier Omon
Health: 10/10
Armour: 0
Energy: 1/4
Innovation Points: 2/2
Money: $194
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)
30 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. 133/150 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 4 (Useless, duh.)
Sweatshop (Generates 3 cheap wallets per child per turn)
Cheap Drug Lab (+2 to chemistry)
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.
Why would you need to use an innovation point to get Amber to love you when she already- Wait, I get it.
Nudge, nudge, wink, wink, say no more!
Gerald Root has earned a follower!Gerald Root has gained the effect:
Really TiredEffect: ACC: -15% with all weapons. -2 to all rolls
Duration: Lasts until next time your sleep.Description: Get some sleep, you tiger you.
Innovation Points: -1
Max Innovation Points: +1Name: Gerald Root
Health: 10/15
Armour: 0
Energy: 0/4
Innovation Points: 0/2
Money: $888
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:
Really Tired
Effect: ACC: -15% with all weapons. -2 to all rolls
Duration: Lasts until next time your sleep.
Description: Get some sleep, you tiger you.
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
Credit Card (PIN unknown)
Set of Identification Cards (Name: Gerald Bassanelli) (Very Poor Match)
Loot ($233)
7 Gauge Shells x 16
Followers:
Name: Amber
Health: 5/5
Armour: 0
Skills: Business Women Ordinar (+2 to business and bartering)
Special: Lover (Doesn't count towards follower limit. If you have multiple lovers, don't let them meet!)
Owner of "The Daughters of Liberty Bar"
Location: In Gerald's Bedroom.
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: High.
You consume the suspicious glowing liquid, and then set about the highly important business of making things explode. After a couple minutes you start feeling liquid inspiration start coursing through your veins. Well, either that or all of your organs are shutting down simultaneously. You can't really tell, and you don't really care. Finally, after several hours of preparation, your mixture is almost complete. All you have to do is add a little bit of gasoline to get it to sublimate...
...
...
...
Huh, usually the GM would make the mixture explode or something. Better give it a couple more minutes just to be safe.
...
...
...
After waiting for a good half-hour for safety reasons, you take a chunk of the (now solid) mixture and carefully mould it into the casing of your home-made grenades.
Prof. Kane Wilson has invented UsmokThrumok-I, a Molotov Sticky-grenade!Well that was surprisingly easy. Well, easy for you at least. For other people it would be mind-numbingly difficult.
Innovation Points: +1
Max Innovation Points: +1Name: Prof. Kane Wilson
Health: 15/15Armour: 0Energy: 1/4Innovation Points: 0/2-2Money: $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: None
Named Weapons:UT-I: DMG: 8 RoF: 1 ACC: 65% CAP: 0 x 3
Consumes 2 Innovation Points.Special: Grenade: This weapon is a grenade and can be thrown with a 45% chance of landing where you want it to.
Sticky, Burny Death: This grenade sticks to its target, whether it's a person, vehicle or the ground. When stuck it cannot be removed, and the blast will be centred around the target it is stuck to (thus if you hit a person, the blast will hit the poor sap and whoever is around him). Additionally, if the grenade is fumbled, then it will automatically stick to the thrower. This grenade causes fire damage to whoever it hits.
Named Explosive: Only by forgetting the recipe for the UT-I will the innovation points it consumes be released. Running out of UT-Is will not release those innovation points, but creating more of these grenades will not cost you additional innovation points. Three UT-Is can be made using four basic chemicals and one can of biofuel.
Description: The UT-I is based around a highly secretive, and slightly unstable, chemical mixture that's basically napalm turned up to 11. It makes an effective anti-personnel grenade, since it is able to create a fireball hot enough to immolate anything caught inside of it. Of course the UT-I isn't exactly the highest quality grenade in the world, which means that it's deadliness is greatly reduced.
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
Can of Biofuel x 2
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
Jessica consumes the slice of pizza and washes it down with some suspicious glowing liquid before climbing up a nearby drainpipe for some sleep. After eight or so hours she wakes up refreshed and covered in lacerations from her potato friend.
Health: -2Max Energy: +1
Energy: +3Psi: +3Name: Yayyyy Jessie is Our Name What is Yours?
Health: 8/10
Armour: 0
Energy: 3/3
Innovation Points: 1/1
Psi: 10/10
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)
After several minutes of waiting, you finally spot a hobo running in your direction. He hands you a bunch of bandages as you approach.
"It's to bind your wounds. Honestly you look like you went through an Australian meatgrinder. Maybe you should stay here and wait till the fight is over."
Blow-by-Blow Sequence Activated!Name: Alexander Zane
Health: 3/20
Armour: 0
Energy: 1/3
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)
Bandages x 2 (+0-1 health when used)
Suspicious Glowing Liquid (Permanent increase to Health, Energy or Innovation Points when consumed)
You decide to head to the address you were given and check out this restaurant. A couple hours of walking finds yourself standing in an alleyway, opposite 'The Golden Truffle". Evidently this is the building you were sent to protect, judging by the number of large, burly men arguing with the head-waiter in front of the building. It's hard to hear what they're talking about but arggguguggaga.
Capt Joun Quire has gained an effect:
Hungover!Effect: ACC: -5%. -1 to all rolls.
Duration: Until the next turn.Description: All the booze that you've drunk yesterday has finally caught up to you.
Your head feels like several beagles are tap-dancing across it, your mouth is drier than Death Valley, and your tongue seems to have turned into a camel to adapt. Bleh. And now you have to go and protect some stupid restaurant.
Blow-by-Blow Sequence Activated!Name: Capt Joun Quire
Health: 11/15
Armour: 0
Energy: 1/3
Innovation Points: 1/1
Money: $200
Majors: Sailing 1001 (+5 to sailing. +3 to carpentry 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:
Hungover!
Effect: ACC: -5%. -1 to all rolls.
Duration: Until the next turn.
Description: All the booze that you've drunk yesterday has finally caught up to you.
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
Suspicious Glowing Liquid (Permanent increase to Health, Energy or Innovation Points when consumed)
7 Gauge x 12
.34 x 12
-the next turn starts.
...
Damn it.
Blow-by-Blow Sequence Activated!Name: Sargent Rick
Health: 11/15
Armour: 0
Energy: 1/2
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: None
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.
Taser Pistol: DMG: 0 RoF: 1 ACC: 50% CAP: 0 (Rechargable) x 2
Special: Liquid Angony: Stuns enemies for 1-3 combat rounds on a hit, provided that the enemy can be stunned or isn't immune to electrical weaponry.
'Non-Lethal' My Ass: 5% chance to kill an enemy with a heart attack on a hit. Obviously not a problem if the enemy doesn't have a heart to begin with.
Description: As technology advances, the effectiveness of long-range non-lethal weaponry will only decline in strength and powerful. Before you know it we'll have jetpacks, sicksticks, scantilly clad women who can predict crime before it happens, but no way to subdue a criminal who's a couple feet outside your reach. It's a shame, I tell ya. Better enjoy this taser pistol while it lasts.
Glorified Club: DMG: 1 RoF: 0 ACC: 45% CAP: 0 x 2
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.
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)
Basic Chemicals x 4
Suspicious Glowing Liquid (Permanent increase to Health, Energy or Innovation Points when consumed)
9mm x 54
Powder Miner should really check this thread more often.