Day 3 - 08:35 (For More than a Week)
For about $5 dollars a day, you rent a self-storage cube in the city. It's a bit small, but better than nothing.
Name: Prof. Kane Wilson
Health: 15/15Armour: 0Energy: 1/2Innovation Points: 1/1Money: $3127WANTED 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
Base of Operations:Location: Self-Storage Place on the North End of Town
Rooms: Empty Room (Useless.)
Special: 24/7 Surveillance (Can't access footage).
Other: Paying rent ($5 a day).
Heat: None
After determining that the only poison in the muffin is from it's high starch content, you devour it, washing it down with a nice tall bag of airline peanuts. Yummy.
Max Health: +5Max Energy: +1If you remember correctly, you would receive approximately fifty dollars for each turn of bar-tending that you do, plus tips of course. The bar is open from 4PM to midnight, so you should probably be there to do your job. Still, Amber would probably be able to swing a couple nights by herself.
With your working hours hammered out, you head off into the streets to enjoy the city's thriving street life. Any by enjoy I mean mug. After a couple hours of work you get $124 and $233 in loot.
Name: Gerald Root
Health: 10/15
Armour: 0
Energy: 2/4
Innovation Points: 1/1
Money: $803
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)
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.
Knowing that you'll need lots of energy to chase the orphans down and drag them back into the orphanage, you quickly down the muffin. Hmm... dates.
Max Energy: +1Since the orphans aren't exactly loitering outside of the orphanage, you have no choice but to go into town and hunt them down yourself. Several hours of searching and trying not to look like a pedophile nets you several orphans. Admittedly your knowledge of Hawaiian law is shaky, but you should be able to earn around fifteen dollars a day for each of them. Unfortunately, you can't just simply open up an orphanage and collect money from the government. No, you have to have a host of inspectors come in to check the place out, forms have to be filled and bribes made. Normally you would solve these problems with a stern letter and a roundhouse kick to the face, but these days your ability to punch people through brick walls counts for little.
Name: Esquire Xavier Omon
Health: 10/10
Armour: 0
Energy: 1/3
Innovation Points: 2/2
Money: $594
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)
Base of Operations:
Location: On the western edge of the city.
Rooms: Bedroom (+2 Energy. Can be slept in.)
Sparse Cafeteria (+1 Energy. 146.5/150 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 6 (Useless, duh.)
Special: Fence (Reduces the amount of heat generated.)
Other: Home of 5 orphans (-2.5 units of food a day.)
Heat: None.
It's a good thing that you saw that video on how to turn vegetables into pillows. It's quite handy right now. Normally 'The Man' would come along and tell you that you can't sleep in the streets, but the GM is going on a trip, and frankly doesn't have the time to do a Blow-by-Blow, so get a full, uninterrupted (though highly uncomfortable) morning of sleep.
Max Innovation Points: +1
Innovation Points: +1Energy: +1Name: John Evly
Health: 10/10
Armour: 0
Energy: 1/2
Innovation Points: 3/3
Money: $110
WANTED FOR: FRY-COOKING (Job)
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 Pillow of Shame
9mm x 24
Through a series of wild and improbable yet exciting events, you eventually manage to trade the deed to the restaurant for a mild beating. Seeing as you thought that it'd take at least one day to get your hands on the thing, everything went better than expected.
Alexander Zane 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: Alexander Zane
Health: 12/15
Armour: 0
Energy: 0/3
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.
Tired
Effect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.
Description: Get some sleep.
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.
You'd have thought that the semi-noxious gases produced by Sargent Rick's chemistry might prevent you from falling asleep, but the lost of feeling in your extremities just makes it easier.
Energy: +2Name: Capt Joun Quire
Health: 11/15
Armour: 0
Energy: 2/3
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.
The morning passes by quietly, with no guards or policemen interrupting your bomb-making. You manage to make a crude explosive. If you're lucky you could probably blast a hole in a brick wall, and at the very least tear apart the metal siding that they construct warehouses out of. The explosive is useless as a weapon though. The fuse length is around 4~12 seconds, and trying to cook it is probably the stupidest thing you could do. Additionally, the fuse is the kind that hisses loudly and smokes badly, so good luck making a booby trap with it. Still, it's highly explosive, so i- also, you shouldn't be bumping it around too much, in case something breaks and defuses the whole thing. But it's a fully functioning explosive, and good en- and try to keep it away from heat or cold, because at the very least it'd affect the strength of the blast. But the explos- water. Water is bad for it as well.
...
Where was I again?
Sargent Rick 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. You don't want to be handling explosives when you're tired. It's the third rule of explosives training. The first rule is "You do not talk about explosives training." The second is "You DO NOT talk about explosives training. Seriously. I could get fired if they find out."
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 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:
Tired
Effect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.
Description: Get some sleep. You don't want to be handling explosives when you're tired. It's the third rule of explosives training. The first rule is "You do not talk about explosives training." The second is "You DO NOT talk about explosives training. Seriously. I could get fired it they find out."
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)
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.
Having escaped from the Unionists, Jessica heads out for the Green American Embassy. When she arrives, she finds the gates to the embassy bared and locked. According to the sign, the embassy hasn't paid its rent in a couple months, and thus the building has been repossessed by the Holstien & Juan Holding Company. Huh, who knew that embassies had to pay rent? You'd have thought that the Hawaiian government would provide the land or something.
With nobody from the embassy to talk to, Jessica decides to take a quick peek at the letter. Just a nice, long, quick peek. The letter is covered in dry blood, and thus most of it is illegible. Through careful reading and a whole lot of guessing, Jessica makes out the words "Joseph G. Totten", "a", "76
th Kaua Street", "meeting", "$5,000", "The", "S. Mary Jane", "Louisiana", "Swordfish" and "liberty".
Name: Yayyyy Jessie is Our Name What is Yours?
Health: 10/10
Armour: 0
Energy: 1/2
Innovation Points: 1/1
Psi: 8/10
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 of Friendship (Permanent increase to Health, Energy or Innovation Points when consumed)