Day 5 - 08:51 (My Fault This Time)
After grabbing a cleaver, you ask the hobos if they're capable of running the restaurant while you're away. Obviously they aren't going to work for free, but they assure you that they're able to manage the place while you're gone. Thus assured, you stroll over to the Industrial District to complete this mission you've been hearing so much about.
Alexander Zane has accepted the mission!Name: Alexander Zane
Health: 10/20
Armour: 0
Energy: 3/3
Innovation Points: 3/3
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 2 (Food. +1 health when consumed)
Bandages x 2 (+0-1 health when used)
Cleaver (+3 to butchering on the fly)
Bacon-flavoured Mouthwash (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. 100/100 units of food.)
Sparse Bathroom x 2 (Useless, but nice to have.)
Sparse Dormitory (+1 Energy. Can sleep up to 10 people.)
Empty Room (Useless.)
Sparse Restaurant (Generates money each day. Currently closed.)
Special: Hobo Base (Your restaurant is now a base for the hobos.)
Other: Owns the deed to the place.
Heat: None.
Armed with a knife, a tote-bag, several syringes full of questionable drugs, and bacon-fresh breath, you head over to Iancu Balan's apartment building,
to stab him repeatedly.
Getting into the apartment building is as simple as opening the front door. Getting into Iancu Balan's apartment is much, much harder. After several minutes, one of his neighbors investigates your futile poundings.
"Are you looking for Ian? He left early for work, but I can take a message."
Esquire Xavier Omon has accepted the mission!Max Innovation: +1
Innovation: +1Name: Esquire Xavier Omon
Health: 10/10
Armour: 0
Energy: 3/4
Innovation Points: 3/3
Money: $704
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)
Lawyerly Documents x 7
Cheap Wallets x 45
Impure Med-X x 3 (+3 Health when used)
Base of Operations:
Location: On the western edge of the city.
Rooms: Bedroom (+2 Energy. Can be slept in.)
Sparse Cafeteria (+1 Energy. 129.5/150 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 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 coordinating your efforts with your new partner, you head over to the factory. Ducking into the condemned factory, you scout out the various security cameras and patrols. Soon you form a mental map of all security units, and planning your route is a breeze. Thus prepared, you vault over the fence to sneak into the warehouse.
A patrol of three PSC guards are attracted by the sound of your body landing on a pile of scrap metal, and the subsequent screams of pain. Maybe you should have looked before you leaped.
Sargent Rick has accepted the mission!Max Health: +5
Health: +5Name: Sargent Rick
Health: 18/20
Armour: 0
Energy: 2/2
Innovation Points: 3/3
Money: $3343
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.
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
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.)
Basic Chemicals x 4
9mm x 54
Base of Operations:
Location: North End of Town, Next to Self-Storage Place.
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 ($15 a day).
Heat: None.
Due to the whole 'not-being-evil' stick, John Evly decides to get a job at the airport, instead of accepting the mission. Poor, deluded John Evly. Seeing as John Evly can't fly planes, or has a licence to operate heavy machinery, or looks remotely presentable,
he doesn't get a job at the airport.The GM, being in a mischievous mood, forces the airport staff to hire John Evly as a janitor. He also temporarily switches to third person for no reason. Jessica's turn is probably after John Evly's though. Anyways as he washes out a tough stain in Arrivals D3, who would saunter up but Ujarak Simpson? Well, saunter up isn't the correct phrase. Hurry nearby is probably more accurate.
John Evly has acce Blow-by-Blow Sequence Activated!Name: John Evly
Health: 10/10
Armour: 0
Energy: 1/2
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: None
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)
Cheap Janitor's Outfit (+2 to not looking suspicious. +1 to cleaning) (Equipped)
Mop and Bucket (+2 to cleaning)
Potato Pillow of Shame
Bacon-flavoured Mouthwash (Permanent increase to Health, Energy or Innovation Points when consumed) x 2
9mm x 24
Jessica takes a nice refreshing rubble nap. Besides the men discovering that their comrade is now brain dead, nothing important happens. Two of their number takes up door-guarding duty, some more men arrive with food, weapons and ammo, and several songs are sung. Other than that nothing else happens at all. Obviously they must be waiting for something.
Energy: +1Psi: +3Blow-by-Blow Sequence Activated!Name: Yayyyy Jessie is Our Name What is Yours?
Health: 8/10
Armour: 0
Energy: 1/3
Innovation Points: 1/1
Psi: 7/10
Money: $1200
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)
Pre-Paid Cell Phone ($20)
Bacon-flavoured Mouthwash (Permanent increase to Health, Energy, Innovation Points or Psi when consumed)
Well, Iancu Balan is the only driver, and he has already left for the airport, so really you can only take the place of one of the guards. But obviously you can't just walk up to a guard and ask to swap places with him.
...
...
...
...
Clearly I need to learn more about the sexy man that is Gerald Root. Comfortably clothed in your new security uniform, you give the (ex) guard twenty bucks to go enjoy himself in the local bars. Once you're finished with Ujarak Simpson he'll need the money.
Gerald Root has accepted the mission!Name: Gerald Root
Health: 12/15
Armour: 0
Energy: 2/4
Innovation Points: 2/2
Money: $1101
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)
Security Uniform (+2 to not looking suspicious) (Equipped)
Clothes
Blindfold
Credit Card (PIN unknown)
Set of Identification Cards (Name: Gerald Bassanelli) (Very Poor Match)
Bacon-flavoured Mouthwash (Permanent increase to Health, Energy or Innovation Points when consumed)
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: Medium.
With your bacony-fresh breath, suitcase SMG and pocket firebombs, you head to the factory gate to blend in with the crowd.
However your fine attire and nice briefcase attracts the attention of security, since all the workers are clothed in, well, working clothes. The security guards menacingly advance on you with batons raise, ready to tell you to use the front door.
...
Oh. They must think that you're one of the office workers here to see Simpson. That could be useful. Of course you can't make the distraction for your friend if you can't get into the warehouse or the factory, but sacrifices must be made sometimes. Preferably other people's sacrifices.
Prof. Kane Wilson has accepted the mission!Max Energy: +1
Energy: +1Name: Prof. Kane Wilson
Health: 15/15Armour: 0Energy: 2/5Innovation Points: 0/2-2Money: $2650WANTED 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
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
As you undoubtedly head over to the factory to certainly accept the mission, you are suddenly struck by a prophetic vision. Images of giant animals killing left and right prance in front of your eyes. Columns of black smoke and white steam. Murder! Chaos! War! Mauve! EURFAP! EURFAP!
You are struck by the intensity and terror of the visions, before literally being struck by a 1.00 cal bullet to the head courtesy of Sniper Squad.
Capt Joun Quire, Almost Prophet, has been struck down.Name: Capt Joun Quire, Almost Prophet
Health: 12/15
Armour: 0
Energy: 1/3
Innovation Points: 1/1
Money: $200
Majors: Sailing 1001 (+5 to sailing. +3 to carpentry 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
Bacon-flavoured Mouthwash (Permanent increase to Health, Energy or Innovation Points when consumed) x 2
7 Gauge x 12
.34 x 12
To maintain the space-time continuum,, mini-turns will be held for all agents participating in the mission. This mini-turns will be posted once all agents have submitted their turns, or once every two days. Whichever one is faster.
Also, my bad.