Day 4 - 17:02 (This is getting ridiculous)
Seeing as it's still somehow carnival, you set up your wallet selling business in the downtown area, since that's were all the
drunk idiots wealthy tourists are. After several hours of bargaining, cajoling and wondering whether you've said that last part out loud, you finally manage to sell all of your wallets. Well, one guy kinda returned the wallet at the last minute, so that really doesn't count. And by return I mean protested loudly until you threw wads of money at him, at which point he dropped the wallet and went away. Still you're $580 ahead and, being the enterprising businessman that you are, you even picked up the dropped wallet to sell later!
Esquire Xavier Omon 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.
Hmm... Maybe the wallet is defective in some way. Let's just open it up and check... Huh, a letter. And it has your name on it too!
Name: Esquire Xavier Omon
Health: 10/10
Armour: 0
Energy: 0/4
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:
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:
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. 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 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.
After fretting a while about the condition of her potato friend, Jessica finally sets out to the hotel. Well, a hotel. She still doesn't really know where the embassy is staying. Luckily some kindly bellpeople point out the way, and soon enough Jessica is standing in front of the Elias Howe Hotel. Judging by the amount of chewing tobacco lining the sidewalk, the embassy must be in here.
As Jessica enters the hotel, a bellperson approaches her.
"Does your name happen to be Jessica? I was told that you might be arriving. Here, this letter is for you."
Without further ado, the bellperson hands the letter over to Jessica.
Name: Yayyyy Jessie is Our Name What is Yours?
Health: 8/10
Armour: 0
Energy: 2/3
Innovation Points: 1/1
Psi: 10/10
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)
After several hours (presumably) filled with action-packed combat, a hobo manages to find you heading back to the restaurant.
He gives off a smart salute, and then barks out, "All objectives are completed, and the restaurant is back in our hands. All you have to do is talk to Aleksander about, uh, payment and it'll be yours again. He's waiting for you in the restaurant."
Crap.
"Oh, and we found this letter in the kitchen. It's addressed to you, and it looks important, so you should probably have it. It's a lucky thing that I managed to find you, eh?"
Name: Alexander Zane
Health: 6/20
Armour: 0
Energy: 3/3
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)
Bandages x 2 (+0-1 health when used)
Suspicious Glowing Liquid (Permanent increase to Health, Energy or Innovation Points when consumed)
After locking up your container, you head out into the town to buy a briefcase and scout out some random people to kill. Admittedly it's a bit awkward pulling out an SMG to check if it'll fit in the briefcase, but since everybody seems a bit jumpy these days, nobody notices unduly.
With your (hypothetical) wallet lighter by twenty bucks, you look around to see for any high-profile targets to kill. Unfortunately said high-profile targets come with heavily armed body-guards standard. And I'm not talking about your local rent-a-cop either. These grunts outclass you in weaponry, health, numbers and general killiness-to-badassery ratio. Dejected, you slink back to your base.
Prof. Kane Wilson 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.
As you go to unlock the container, you notice that somebody has seemed to taped an envelope to the door. They better not be evicting you.
Name: Prof. Kane Wilson
Health: 15/15Armour: 0Energy: 0/4Innovation Points: 0/2-2Money: $2655WANTED 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: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.
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
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 enjoy a nice, refreshing Sleep of the Just. How you/your sleep was just you have no idea, but them's the breaks.
Health: +2Energy: +4While you were sleeping somebody seems to have pushed a letter underneath your door.
Name: Gerald Root
Health: 12/15
Armour: 0
Energy: 4/4
Innovation Points: 0/2
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: 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)
Loot ($233)
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: High.
You seem to have driven the forklift into some kind of alleyway, where said forklift would attract as little attention as possible. It's a good thing too, since it seems to have run out of gas. Or electricity. Or the souls of the damned. Whatever they use to power forklifts these days.
Without much else to do, you crack open the crates with your bare hands, because you're just badass that way. Most of the crates seemed to be filled with what can be called loot. You aren't sure what kind of loot it is exactly, but it doesn't really matter, since it all seems to kinda blend into each other after a while. Still, whatever you have is worth $3206 on the open market, so you shouldn't be complaining.
Sargent Rick 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.
Oddly enough, the seventh crate was entirely empty, except for a letter addressed to yourself.
Name: Sargent Rick
Health: 11/15
Armour: 0
Energy: 0/2
Innovation Points: 2/3
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:
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:
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 x 2
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.)
Crude Explosive (Fuse: 4~12. May not explode. Cannot be used in combat, or as a booby trap)
Basic Chemicals x 4
Suspicious Glowing Liquid (Permanent increase to Health, Energy or Innovation Points when consumed)
9mm x 54
Loot ($3206)
Greetings Member of Project EVIL
The Shadowy Cabal of Bankers, Politicians and Folk Artists (tm) believes that it is high time that you all stop lollygagging about, and start working. We know that you have been inserted onto the island without much in the way of equipment and goods, which is why you'll still have to pay $1000 by the end of Day 7. However we have a slightly important need of you before then.
The Ujarak-Anaru Company produces 85 percent of the bags that Instant Dehydrated Meals go in. Said IDMs are used widely in the various armed forces of the world, making the Ujarak-Anaru Company an important, if minor, part of the military-industrial complex. Thus control of the Ujarak-Anaru Company would help us in our shadowy goals. However the company's remaining founder, Ujarak Simpson, still retains a majority of shares, both directly and indirectly. Since Ujarak and his associates refuse to sell shares to our cronies, we believe that the time has come to do something about the situation.
On Day 5 - 10:01, which is within three turns from now, Ujarak will be inspecting a factory in the industrial district of Hokewaa. He will fly in from the Hokewaa airport at 8:51 and leave at 15:12. Your mission, should you choose to accept it (and you will), is to assassinate Ujarak Simpson at some point during his trip and thus allowing us to take control of his company. With him will be Aloysius and Esteve Andrews, both of whom are close friends of Ujarak. Aloysius may be killed as well, since he could pose a obstacle to our takeover, but he is not a major threat and therefore is only a secondary target. Note that Esteve must not be killed under any circumstances, as he is weak-willed and will be easily be manipulated by our agents.
Clarification and more information will be coming soon, as our spies are currently hosting their annual bake-sale. Good luck.
- The Shadowy Cabal of Bankers, Politicians and Folk Artists (tm)
Capt. Joun Quire and John Evly are currently traipsing off in an alternative time line, presumably getting into wacky hi-jinks. If they wish to return to the current time line, they should post more often in the thread. If something is preventing them from posting more often, whether it's the GM, the weather or the alignment of the stars, then they should let me know. PMs will be sent to them.