Day 3 - 00:02 (Subject to Local Time Fluctuations)
After a quick and refreshing sleep, you check you mission objectives. Hmm... Looks like you still have to collect the $1000 for the end of the week, but otherwise your mission objectives are pretty empty right now.
Energy: +2Innovation Points: +1Name: Esquire Xavier Omon
Health: 10/10
Armour: 0
Energy: 2/2
Innovation Points: 2/2
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)
Basewarming Muffin (Permanent increase to Health, Energy or Innovation Points when consumed)
Base of Operations:
Location: On the western edge of the city.
Rooms: Bedroom (+2 Energy. Can be slept in.)
Sparse Cafeteria (+1 Energy. 149/150 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.
Tired from a long day of flirting, you fall asleep with dreams of Amber in your head. If this was some sort of movie, she would be in your bed when you awoke, but this is real(ish) life, and things like that don't happen. Plus if she did try it, you'd probably kill her in your sleep. After all, you didn't become an international man of intrigue by letting people enter your bedroom all willy-nilly.
Health: +2Energy: +3Name: Gerald Root
Health: 10/10
Armour: 0
Energy: 3/3
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: 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
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)
Basewarming Muffin (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. 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.
Perched high atop the roof of a warehouse, Jessica's night passes fairly quickly. Well, evening I suppose. It's slightly after midnight right now.
Energy: +2Psi: +3Name: Yayyyy Jessie is Our Name What is Yours?
Health: 10/10
Armour: 0
Energy: 2/2
Innovation Points: 1/1
Psi: 10/10
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: None
Weapons: None
Inventory: Green Tote-bag (Painted purple)
Ragged Clothes (-1 to not looking suspicious)
Clothes (Equipped)
Potato of Shame (Permanent increase to Health, Energy or Innovation Points when consumed)
Through your masterful command of the English language, you easily convince the vagabonds to turn the abandoned restaurant into a five-star eating establishment. The only problem is that the vagabonds don't actually own the place, so it'd be impossible to actually open anything without getting the deed to the building. But still, it's more-or-less yours now.
Name: Alexander Zane
Health: 12/15
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)
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: None.
Heat: None.
Deciding to show these EVIL people who's boss, you decide to get a job in an attempt to return to normality. Despite the lack of late-night job opportunities, you manage to snag a cushy pita-stand fry-cook job.
Name: John Evly
Health: 10/10
Armour: 0
Energy: 0/2
Innovation Points: 2/2
Money: $110
WANTED FOR: FRY-COOKING (Next turn)
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:
Really Tired
Effect: ACC: -15% with all weapons. -2 to all rolls
Duration: Lasts until next time your sleep.
Description: Get some sleep. Now.
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)
Fry-cook uniform (+1 to cooking) (Equipped)
Potato of Shame (Permanent increase to Health, Energy or Innovation Points when consumed)
9mm x 24
Utilizing only the pickiest of selling strategies, you quickly convert your loot into cold, floppy cash. Cash will not be a problem for a long time.
Name: Prof. Kane Wilson
Health: 15/15Armour: 0Energy: 2/2Innovation Points: 1/1Money: $3132WANTED 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
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) Standie-talkie (Able to communicate with other standie-talkies within 50 metres.)
Cellphone (
)
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
After taking a quick nap, you look through the simple chemicals to figure out what you can make. Hmm... You could probably construct a crude explosive out of these chemicals. If you knew some more about chemistry you could probably make some simple drugs, but right now you have no clue what else you can make with them.
The guards that you knocked out are starting to stir.
Blow-by-Blow Sequence Activated!Energy: +1Name: Sargent Rick
Health: 10/10
Armour: 0
Energy: 1/2
Innovation Points: 2/2
Money: $112
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)
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.
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
Basewarming Muffin (Permanent increase to Health, Energy or Innovation Points when consumed)
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 (Walls do not provide cover.)
Other: Sharing with Capt. Joun Quire.
Heat: None.
You check the area around the warehouse, 'just in case'. To your immense luck and/or disbelief, you manage to find an overturned and unguarded IKEA truck. You loot some furniture and drag them back to the warehouse. Attaching cardboard to the shelving units makes for an impromptu wall, which you use to set up a bedroom in the warehouse. When you finish with your construction, the guards start to stir.
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)
Effects:
Really Tired
Effect: ACC: -15% with all weapons. -2 to all rolls
Duration: Lasts until next time your sleep.
Description: Get some sleep. Now.
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
Basewarming Muffin (Permanent increase to Health, Energy or Innovation Points when consumed)
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 (Walls do not provide cover.)
Other: Sharing with Sargent Rick.
Heat: None.
To celebrate the establishment of a base of operations, those members who actually have a base have received a basewarming muffin, to enjoy, treasure and eventually consume. Since Project EVIL seems to have a surplus of root vegetables, members without a base of operations have received a potato to shame them into making one so that they don't feel left out.
Also note that due to local time fluctuations, member John Smith can still enter its actions for this turn.