Day 4 - 00:13 (It's Carnival!)
Your sleep is momentarily broken by the sound of people shuffling boxes and equipment into the storage cube next to you. You head out to yell at them for a bit, before heading back into your cube to get some shut eye. When you finally wake up you realize that you'll have to wait till next turn to start making bombs. Eh, that's probably a good thing. After all, the noxious fumes would have probably bothered the workers next to you, and then questions would be asked, and threats would be given, and necks would be snapped...
Energy: +2Name: Prof. Kane Wilson
Health: 15/15Armour: 0Energy: 2/4Innovation Points: 1/1Money: $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
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 x 5
Can of Biofuel x 3
Suspicious Glowing Liquid (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
You get some sleep, and wake up nice and refreshed. You briefly wonder where Capt Joun Quire is, but decide that the plan will just have to continue without him. However sleeping takes an entire turn, meaning that you can't carry out your plan or do any extra actions this turn. Well, unless you somehow get a blow-by-blow sequence of course.
...
Huh, you thought that you would have been interu-
Blow-by-Blow Sequence Activated!Crap. Judging by the sirens, the guards have ratted to the police. Judging by the screeching of tires, you're surrounded by several police cruisers. After a couple minutes someone yells at you through a bullhorn, "We have you surrounded. Come out with your hands up." Damn it. Don't they know it's Carnival?
Health: +1Energy: +2Name: Sargent Rick
Health: 11/15
Armour: 0
Energy: 2/2
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.
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)
Crude Map with Giant X (+1 to carry out your plan.)
Suspicious Glowing Liquid (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 (Inner walls do not provide cover.)
Other: Sharing with Capt. Joun Quire.
Heat: Lots.
UNDER SIEGE BY POLICE
Lacking any type of food what-so-ever, you decide to 'invite' a couple of 'customers' for a completely free 'meal' at your soon-to-be-open
'restaurant' restaurant. After you show them their seats in your (kinda run down) restaurant, you go and lock the doors and bar the windows before heading into the kitchen to pick up your weapons. To your immense surprise, your 'customers' have also made their way into the kitchen, and seem to have picked up some firearms along in the way, namely a sawn-off and a pair of pistols.
"May I ask what the hell you think you're doing? This is our turf now, and we did not give you permission to open a restaurant."
Crap.
Blow-by-Blow Sequence Activated.Name: Alexander Zane
Health: 14/15
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)
Basewarming Muffin (Permanent increase to Health, Energy or Innovation Points when consumed)
Suspicious Glowing Liquid (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.
After a little bit of emotional blackmail, you decide to get some well-deserved shuteye. After a couple hours of sleep, you go and check to see how your workers are doing. However, instead of working like they were supposed to do, the child have decided to follow your example and cried themselves to sleep. Well, they followed your example on the sleeping part. The crying part they came up with all on their own. Needless to say, no wallets were made this turn.
Energy: +3Name: Esquire Xavier Omon
Health: 10/10
Armour: 0
Energy: 3/3
Innovation Points: 2/2
Money: $344
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: Get some sleep.
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)
15 Cheap Wallets
Suspicious Glowing Liquid (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. 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 5 (Useless, duh.)
Sweatshop (Generates 3 cheap wallets per child per turn)
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.
You know, you're starting to get good at this whole 'running away while screaming' technique.
Skill get: Run away! (+2 to screaming and fleeing)
After a couple hours of your new favourite past time, you accidently bump into a fairly brawny man. He grabs you by your shoulders, and starts shaking you until you stop screaming. Once you've quieted down, he whispers (or asks you. All the screaming has kinda dulled your hearing for a bit), "Now what the hell was all that screaming about?"
Blow-by-Blow Sequence Activated!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:
Tired
Effect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.
Description: The double murder of your boss and his son was really tiring, you know? Accidentally burning somebody and then clubbing him to death is hard work, especially if you inadvertently stab a man afterwards. Get yourself some sleep. Well, after you flee the crime scene of course. That's a no-brainer.
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
Suspicious Glowing Liquid (Permanent increase to Health, Energy or Innovation Points when consumed)
9mm x 24
After deciding that it would be better to lie low for a while, you head back to the Daughters of Liberty to engage in some (low-profile) bar-tending.
...
...
In hindsight the doing the thing with the pineapple, shotglass and those two women was a bad idea.
...
...
At least you got $136 in tips.
Gerald Root has gained the effect:
TiredEffect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.Description: After doing the thing with the pineapple, shotglass and those two women, you might want to sleep a bit to let tempers cool down. Of course the rumors will be flying around, but hopefully nobody will believe them. You certainly didn't until you tried.
Name: Gerald Root
Health: 10/15
Armour: 0
Energy: 1/4
Innovation Points: 1/1
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:
Tired
Effect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.
Description: After doing the thing with the pineapple, shotglass and those two women, you might want to sleep a bit to let tempers cool down.
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)
Suspicious Glowing Liquid (Permanent increase to Health, Energy or Innovation Points when consumed)
7 Gauge Shells x 16
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.
Jessica skips around the city, giggling to herself and trying to avoid the crowds. Since it's Carnival, nobody really notices Jessica's erratic behavior, since the number of women doing the same is quite large (though very few of them are as nicely dressed as Jessica).
One of the onlookers is kind enough to offer his piece of pizza to Jessica, or at least he would have, if he wasn't passed out. Still, it's what he would have wanted, so Jessica thanks him for his generosity and takes a slice.
Jessica also checks in several of the hotels for the embassy, but finds no clue or trace of them. Finally, after wandering through Kaua Street for a bit, Jessica eventually collapses in an alleyway from exhaustion. Searching all of those hotels was exhausting.
Jessica has gained the effect:
TiredEffect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.Description: It's time for 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: $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:
Tired
Effect: ACC: -5% with all weapons. -1 to all rolls
Duration: Lasts until next time your sleep.
Description: It's time for some rest.
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)
Slice of Pizza (Food)
Suspicious Glowing Liquid (Permanent increase to Health, Energy or Innovation Points when consumed)
Project EVIL makes safety a top priority, especially when it comes to testing the latest chemicals and drugs. Thus every member of Project EVIL has been given a vial of our latest chemical, to conduct a field test of the drug. Don't worry, the drug has been found to be 100% safe. In Italians. Who have blond hair. And are named Arnaldo. Arny to his friends.
Capt. Joun Quire seems to have lost wireless access to the Project EVIL super-satellite, and thus his actions are unknown at this point. Should the tests show that contact was lost due to measures outside his control, Capt. Joun Quire will not have an appointment with Sniper Squad, and instead will be mind-wiped and sent back in time to slightly before the signal was lost, allowing him to redo his actions in full view of Project EVIL. (AKA he can still submit his actions for this/last turn)