Day 2 - 16:42 (Sometime This Week)
You quickly take a piece of bootlace from your footwear, and sneak up on the lone guard.
Sargent Rick stealthily strangles the guard with the bootlace!The guard is unable to respond!The guard has been struck down.Sargent Rick is so badass that he gains an innovation point!Unfortunately, the guard was going to be relieved during lunch, and your attempt to set up a base of operations in the warehouse are foiled when a couple guards arrive to investigate their friend's murder.
Blow-by-Blow Sequence Activated!Name: Sargent Rick
Health: 10/10
Armour: 0
Energy: 0/2
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
You wander around the city for a while, looking for someplace to cook your meat before it spoils. Eventually a thought strikes you (not very forcefully, thank God). Hobos have to eat, right? And some of them should know how to cook. Ergo you should eventually find a hobo who knows where you would be able to do some cooking.
Armed with your potentially faulty logic, you quickly set out to find a vagabond. Since you are wandering around in the industrial district of the city, you quickly find three of them huddling together. As you approach they quickly look you over. Eventually they break out into grins, convinced by your ragged clothes that you are one of them. One of them chats with you.
"Hello there brother. How has life been treating you?" he asks.
"Okay I suppose."
"Oh." His grin fades for a moment, before coming back full force. "Well have you heard about latest spat between King Pope Snake and EUFAP?"
"Look buddy," you reply, "I'm not here to listen to backstory. I've got several chunks of meat with me, and no way to keep them fresh. If you could show me some place where I can cook them, I'd be grateful."
"Sure thing. I always help out a brother in need."
A couple hours later, after following the hobo's instructions, you find yourself outside an abandoned restaurant. Or at least it looks abandoned. A couple of vagabonds squatted in the place, stole a couple propane tanks, got the equipment running, and began charging for access to the kitchen. After paying the doorman five dollars you enter the place and begin cooking. With some help from the other hobos in the place, you manage to cook up some tasty kebabs and learn a couple more cooking techniques.
Skill get: Common Techniques of the Cooking Hobo (+1 to cooking)
Name: Alexander Zane
Health: 12/15
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.
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)
Sadly it's not everyday that somebody in nice clothes passes out on the street, and therefore you can't find anything better to wear. At one point you manage to bump into Jessica again. After a quick
triade conversation she starts to give you the nice clothes that she stole off of you, but she skips off once she realize that you can't give her any money for them.
Damn kids.
John Smith 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: John Smith
Health: 10/10
Armour: 0
Energy: 0/2
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%)
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:
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)
Your attempt at acting crazy backfires horribly, and not only does nobody believe you, but every believes that you are completely and utterly sane. In fact, they actually give you 10 dollars, in the belief that you are merely down on your luck and that you need the money.
John Evly 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: John Evly
Health: 10/10
Armour: 0
Energy: 0/2
Innovation Points: 2/2
Money: $110
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: 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:
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)
9mm x 24
You head to the industrial district, looking for something interesting to do. Find nothing interesting what-so-ever, you decide to go investigate an empty warehouse that definitively does not contain two guards and another member of Project EVIL. Definitively not.
Blow-by-Blow Sequence Activated!Name: Capt Joun Quire
Health: 11/15
Armour: 0
Energy: 0/2
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)
Weapons:
Sawn-Off: DMG: 3 RoF: 1 ACC: 50% CAP: 2 (7 Gauge)
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.
Inventory: Green Tote-bag (Painted red)
Ragged Clothes (-1 to not looking suspicious)
7 Gauge x 2
Wolf Pelt x 3
Use Button
Jessica skips around the commercial district, using her telepathic powers to find jobs. The number of people in the commercial district has swollen seven-fold since the early hours of the morning when Jessica arrived. Thus the sheer pain from listening to all those thoughts prevents Jessica from quickly sorting through them and finding a job to do. Of course she still gets a few offers, though none that Jessica wants to do. A rather obscene number of people want Jessica to do the nasty, a few pledge their hearts and souls to her, a couple even offer to marry her. She even manages to bump into John Smith, but it has no money with which to pay her for a nice set of clothes. What a shame.
Yayyyy Jessie is Our Name What is Yours? 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: Yayyyy Jessie is Our Name What is Yours?
Health: 10/10
Armour: 0
Energy: 0/2
Innovation Points: 1/1
Psi: 7/10
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
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: None
Inventory: Green Tote-bag (Painted purple)
Ragged Clothes (-1 to not looking suspicious)
Clothes (Equipped)
Thanks to your persuasive charm, good looks and sexy eyebrows, you manage to convince a rather attractive female bar-owner to give you a job as a barkeeper, along with lodgings above the bar. Any requests about money or identification are quickly diverted by a generous amount of flirting.
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:
Really Tired
Effect: ACC: -15% with all weapons. -3 to all rolls
Duration: Lasts until next time your sleep.
Description: Get some rest. Seriously.
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)
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. 50/50 units of food.)
Sparse Bathroom (Useless, but nice to have.)
Empty Room (Useless.)
Special: None.
Other: None.
Heat: None.
Those orphans don't know what hit them. Well, their lawyer should know, but he'll probably die of a heart attack once he realizes what the charges are. Laughing merrily, you set up your base of operations in the orphanage.
Esquire Xavier Omon 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: Esquire Xavier Omon
Health: 10/10
Armour: 0
Energy: 0/2
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:
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:
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)
Base of Operations:
Location: On the western edge of the city.
Rooms: Bedroom (+2 Energy. Can be slept in.)
Sparse Cafeteria (+1 Energy. 150/150 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 6 (Useless, duh.)
Special: Fence (Reduces the amount of heat generated.)
Other: None.
Heat: None.
You find a hotel with decent rates and enter it. Since it's the middle of the day, the lobby is empty, with only a bored employee standing behind the reception counter. She's focused on the latest episode of COSMIC HORROR TERROR and Friends playing on a suspended television in the lobby, and it isn't till the next commercial break that you're able to get her attention. When you tell her that you can only pay for the room in cash, she says that only the manager can handle that type of transaction, and then goes off in the back to look for her.
...
...
...
...
...
She's calling the police, isn't she?
Blow-by-Blow Sequence Activated!