Day 5 - 01:01 (T-Turn - 2)
The orphans seem to be adapting to their life of slavery, mostly because you're never around to whip them or anything like that. Plus making wallets is less tedious than listening to endless sermons about King Pope Snake. With 30 more wallets in your inventory, you get some sleep and enjoy a nice, big breakfast. After all, you'll need lots of energy to commit nefarious deeds!
Energy: +4Name: Esquire Xavier Omon
Health: 10/10
Armour: 0
Energy: 4/4
Innovation Points: 2/2
Money: $774
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)
Bacon-flavoured Mouthwash (Permanent increase to Health, Energy or Innovation Points when consumed)
Lawyerly Documents x 5
Cheap Wallets x 30
Base of Operations:
Location: On the western edge of the city.
Rooms: Bedroom (+2 Energy. Can be slept in.)
Sparse Cafeteria (+1 Energy. 129.5/150 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.
Leaving Amber in your apartments, you head out to pawn all of your sweet, sweet loot. This time you don't act like a complete idiot, and sell your loot in little, inconspicuous pieces at a time.
Name: Gerald Root
Health: 12/15
Armour: 0
Energy: 3/4
Innovation Points: 2/2
Money: $1121
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
Credit Card (PIN unknown)
Set of Identification Cards (Name: Gerald Bassanelli) (Very Poor Match)
Bacon-flavoured Mouthwash (Permanent increase to Health, Energy or Innovation Points when consumed)
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. 48/50 units of food.)
Sparse Bathroom (Useless, but nice to have.)
Empty Room (Useless.)
Special: None.
Other: Paying rent ($0 a day).
Heat: Medium-High.
You head over to your restaurant to check out this "Aleksander". He must be important, seeing as his name is in air quotes. When you enter the restaurant, it's pretty obvious who Aleksander is, since he has a rocking beard, and he's the only hobo sitting. Admittedly he's sitting on a folding lawn-chair, but presumably the hobos didn't have a throne or pile of skulls for him to sit on. Flanking Aleksander is a couple of burly vagrants, clad in crude armour and wielding makeshift weapons that would probably be banned by the Geneva Convention if they knew they existed. If the hobo's think that they could intimidate you with this display of force, then they will be pleasantly surprised. Still, a pile of skulls would be awesome.
Grinning, Aleksander waves you over to his lawn-chair. Or at least you think he's grinning. It's hard to tell with all that hair.
"Ah, Alexander. I'm sorry that we had to become involved in your affairs. However, since I am here, perhaps we could discuss some... obligations you have? I assure you that they won't be terribly onerous for you."
Seeing that Aleksander has enough bits of food tucked in his beard already, you chow down on some kebabs while you think about your reply.
Blow-by-Blow Sequence Activated!Alexander Zane has gained the effect:
The Tastiest FoodEffect: +1 to all rolls
Duration: 1 turn.Description: The most dangerous creatures often taste the best.
Health: +2Name: Alexander Zane
Health: 8/20
Armour: 0
Energy: 2/3
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.
The Tastiest Food
Effect: +1 to all rolls
Duration: 1 turn.
Description: The most dangerous creatures often taste the best.
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 2 (Food. +1 health when consumed)
Bandages x 2 (+0-1 health when used)
Bacon-flavoured Mouthwash (Permanent increase to Health, Energy or Innovation Points when consumed) x 2
Jessica relays her request to see the embassy to the manager of the hotel, since the elevators won't operate for any curious bystanders. The manager glances at Jessica over his book.
"No."
"Please?" Jessica asks, as she blasts him with her psi powers.
"No."
Jessica gives him a bit more juice. "Pretty please?"
"No."
Jessica screws up her eyes and unleashes the full extent of her psychic powers. The fake plants rattle a bit, and all batteries in a two metre radius recharge slightly. "Pretty, pretty please with a cherry on top?"
The manager puts down his book and stares at Jessica for a couple seconds, his browns creased in intense concentration.
Psi: -6Blow-by-Blow Sequence Activated!Name: Yayyyy Jessie is Our Name What is Yours?
Health: 8/10
Armour: 0
Energy: 1/3
Innovation Points: 1/1
Psi: 4/10
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)
Bacon-flavoured Mouthwash (Permanent increase to Health, Energy or Innovation Points when consumed)
You fall asleep in your little storage box, with thoughts of firebombing, ambushes and murder racing through your head. Sadly all of your innovation points are locked in the UT-I, so nothing amazing stays in your head when you wake up.
As you go about washing yourself up, your Standie-Talkie starts buzzing. Geez, I wonder who it can be (not).
Energy: +2Name: Prof. Kane Wilson
Health: 15/15Armour: 0Energy: 2/4Innovation Points: 0/2-2Money: $2650WANTED 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)
Men's Business Suit (+5 to not looking suspicious. +1 to business and persuasion)
(Equipped) Briefcase (+1 to business. +1 to not looking suspicious in a suit)
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
Bacon-flavoured Mouthwash (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
When you return to the warehouse, you find it completely empty. Well, the insides at least. The outsides are swarming with policemen. Using your powers of common sense, you decide not to stick around the place.
Unfortunately the RNG decides not to smile on you, and you don't get a blow-by-blow to make your turn semi-useful. A real shame that is. But at least you aren't hung-over.
Capt Joun Quire has gained the effect:
TiredEffect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.Description: It's about time that you got some sleep.
Name: Capt Joun Quire
Health: 11/15
Armour: 0
Energy: 0/3
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:
Tired
Effect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.
Description: It's about time that you got some sleep.
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
Bacon-flavoured Mouthwash (Permanent increase to Health, Energy or Innovation Points when consumed) x 2
7 Gauge x 12
.34 x 12
Selling the loot goes by without a hitch (the glorified club was worth fifty bucks), and renting an apartment in the middle of the night was surprisingly easy. And cheap too! Only 15 dollars a day! Mind you the view is crap, since it overlooks some random storage place, but once you close the curtains it's all very nice.
Sadly the tasers seem to need some sort of special plug or station to recharge properly. The common household power outlet just doesn't work. Still, you have high hopes for the Standie-Talkie. After all, there has to be at least somebody within 50 metres who has another one, right?
Sargent Rick has gained the effect:
Very TiredEffect: ACC: -15% with all weapons. -2 to all rolls
Duration: Lasts until next time your sleep.Description: It's about time that you got some sleep.
Name: Sargent Rick
Health: 11/15
Armour: 0
Energy: 0/2
Innovation Points: 2/3
Money: $3343
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:
Very Tired
Effect: ACC: -15% with all weapons. -2 to all rolls
Duration: Lasts until next time your sleep.
Description: It's about time that you got some sleep.
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
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.)
Basic Chemicals x 4
Bacon-flavoured Mouthwash (Permanent increase to Health, Energy or Innovation Points when consumed)
9mm x 54
Base of Operations:
Location: North End of Town, Next to Self-Storage Place.
Rooms: Sparse Bedroom (+1 Energy. Can be slept in.)
Sparse Kitchen (+1 Energy. 50/50 units of food.)
Sparse Bathroom (Useless, but nice to have.)
Empty Room (Useless.)
Special: None.
Other: Paying rent ($15 a day).
Heat: Medium-High.
After several hours of waiting, you decide to go find your mysterious companion. It shouldn't take this long to get the police. Eventually you manage to find him, sprawled on the ground with his head in an odd position. Seeing a couple people are standing nearby, you head over to their direction to ask what happened.
"I dunno. This man was just running down the street when he slipped, fell and broke his neck. I called an ambulance a couple hours back, but it still hasn't arrived, since's it's carnival, so the streets will be clogged."
Well, crap.
John Evly has gained the effect:
Very TiredEffect: ACC: -15% with all weapons. -2 to all rolls
Duration: Lasts until next time your sleep.Description: Get some sleep. His death was probably for the best. The GM completely forgot where he was going with this.
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:
Very Tired
Effect: ACC: -15% with all weapons. -2 to all rolls
Duration: Lasts until next time your sleep.
Description: Get some sleep. His death was probably for the best. The GM completely forgot where he was going with this.
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
Bacon-flavoured Mouthwash (Permanent increase to Health, Energy or Innovation Points when consumed) x 2
9mm x 24
Due to a clerical mix-up, the members of Project EVIL were given a highly unstable and radioactive liquid instead of the sleeping pills you were supposed to test. Oops, our bad. As a 'sorry that you'll get cancer' gift, the testing of our latest bacon-flavoured mouthwash will be given to members of Project EVIL instead of The Legion of Mercenaries. Don't worry, it's not made with real bacon.
Members of Project EVIL still have one more turn to prepare for their mission. The spies's reports will be given soon.