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> Patrol the 'hood (Lucky)
You patrolled the hood well and even manage to save a mom and her baby from being mugged. Good work.
I like bananas. They're yellow.
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... Ow...
Crepe proceeds to clutch their face... along with a few bruises here and there... and then, after all of that...
>just go ahead and try to heal/repair/whatever yourself...
I don't understand any of this... I'm in a world of complete insanity...
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>just go ahead and try to heal/repair/whatever yourself... (Starwberry)
You can't find anything to heal yourself with.
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Spamton takes a computerized deep breath, and the rapid glitching stops. [color=#4CEA5]"You know what? I'm gonna <Gambling Problem?> my <Sorrow...> away!"[/color]
> play Flapjack's "Lucky" Card Game
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Flapjack sees Steve come to the table.
Welcome, sir. How much do you want to wager?
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<Running RNG Program...>
> $50
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Flapjack shuffles the cards and pulls one out.
$50 it is. And the card you pulled is a 3. Kind of low, but you might get lucky. We'll see.
Flapjack once again shuffles the deck then pulls out a card.
Ooh... and I just drew a 7. Your money is mine. Better luck next time!
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You all fucked up badly earlier. So you all better earn that money and find those Yarddogs, you all feel me, players? Now get off your asses and get to work!
(Remember, you can only do one challenge every day and each challenge can only be done once by each player, so choose carefully which one you'd like to do)
DEADLINE IS FRIDAY, MARCH 4 AT 10:00 PM CST
Challenge 1: Participate in the assassination of one of Kane's high-ranking people (COMPLETED BY JETSTREAM, LINDSEY, STEVE, STRAWBERRY)Time to hit the Yarddogs where it hurts them the most. They ended up killing B-Daw, now it's time to take out one of their higher-ranking members. Kane is laying low for the time being, but we can definitely hit them all where it hurts. And believe me, I know exactly where I can hurt them. One of Jebidiah's top people: Kendra. Kendra is like the eyes and ears of the streets. She can easily have the jump on anyone, anywhere, anytime. She easily can get the gang some strong weaponry and knowledge that could be detrimental to us all. Knock her off, and it will be one less thorn on our side.
1. See Emery for weapons and equipment that you need.
2. Go around Los Capucha into Yarddog territory and scope the area out until you discover Kendra.
3. Take out Kendra without gaining the attention of the Yarddogs.
4. Get out of the territory before the Yarddogs notice your presence and go after you.
Challenge 2: Distribute drug supply to the city of Singleton (COMPLETED BY MILA, ̶S̶P̶A̶M̶T̶O̶N̶)We've got to venture out beyond the hood. Go right into the city of Singleton itself. That's where all the money lies, player. You can only squeeze so much out of Los Capucha. You have to think big. See, all my own drugs, the weed, the crack, all the goods, manufactured it all myself. Something I work on constantly because the drugs make good money, you feel me? So I want you all to go out there and sell some of this merchandise, bring in the dough, and try not to get caught by the police. It is kind of a hassle to use my connections to get you free if you all end up in jail.
1. Take as much of Sparxxx's drug stash as you need to make money for him.
2. Head up to the main city districts of Singleton and set up shop. Try not to make it obvious to people the kind of merchandise you're selling.
3. Push your products and make that money. If someone tries to rip you off, feel free to extract that money from them, with a little bit of force if necessary.
4. Do what you can to avoid the unwanted attention of the police. If they give you any problems, do what you can to evade them.
Challenge 3: Rescue someone from witness protection (COMPLETED BY LUCKY)I have connections with some of the cops here. Know the right ones and pay them off, things come easy in this town, you feel me? But it works the other way around too with Jebidiah Kane. He too knows people and he has the cash to make them his own puppets too. One of my major drug pushes, Charles Sculley, is under witness protection for seeing a murder. He's up in a house up West in Singleton, up in the woods. But I fear the Yarddogs may buy off the ones watching him so they can take him and off him. I need to get him as far away from the town as possible and destroy his current identity and give him a new one, as well as set up shop wherever he goes next. Here's what I need.
1. See Emery for any of your weapon or protection needs if you so desire.
2. Look for where Charles is. Again, like I said, he's up West somewhere in the woods.
3. Get Charles out of the house as stealthily and safely as possible. And if you end up fighting off the ones influenced by the Yarddogs, don't be afraid to use violence if you need to.
4. Destroy Charles's old identity and give him his new one (You will have everything in an envelope, which includes IDs, birth certificates, all that) and get him to the airport without incident.
Challenge 4: Steal weapons from trainyard (COMPLETED BY TOM, RAMBO)It's time to stalk up on equipment! Emery has plenty of good stuff, but we could always use more, feel me? I just got the word that a military surplus train is coming by Los Capucha, even making a brief stop. Has a lot of goods, like weapons, explosives, armor, maybe even a Jeep. Can't let all of that go to waste, you feel me? Feel free to take some of my own people with you and make your way to the train and take as much stuff as you can.
1. Gather some of Sparxxx's people and arm yourselves.
2. Head over to the train as it makes its stop (or if you're feeling really bold, follow the train and raid it as it moves).
3. Steal all the explosives, weaponry, armor, anything you can find and get it off the train.
4. Bring back everything you've taken to Emery's and hope to God the military doesn't come after you as you do all that.
Challenge 5: Fight to gain new turf (COMPLETED BY ̶R̶E̶I̶N̶A̶)You know what we could use? Expansion. Us Cappers need to branch out beyond this dingy little neighborhood, you feel me? And sometimes, if you really want something bad enough, you take it. And if someone wants to fight you for it, challenge them and win. And that's exactly what you're about to do. Go up to some territory that belongs to the Yarddogs, slaughter any you see and leave your mark saying it's now property of the Cappers!
1. See Emery for any weaponry or equipment you need and recruit some of Sparxxx's people.
2. Go around until you manage to find some Yarddog territory.
3. Go in fighting! Massacre all the Yarddogs you see. Leave no survivors!
4. Find a way to leave your mark and make it clear the territory now belongs to the Cappers.
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"Challenge number 5, let's do this!"
1. "Again, just my sword will do nicely. Although, I can do a bit of hand-to-hand if necessary."
2. "Scouting again? Ay, you ask so little of me! I'll find me some Yarddogs!"
3. "Now this, this is more my speed! Let's DANCE! Slice them up like confetti!"
4. "I shall rip one of their spines out and arrange it on a corpse like a necktie, anything more would take too long."
BOW DOWN BEFORE THE ONE YOU SERVE
YOU'RE GOING TO GET WHAT YOU DESERVE
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(03-01-2022, 16:10:21 PM)Risdio51 Wrote: "Challenge number 5, let's do this!"
1. "Again, just my sword will do nicely. Although, I can do a bit of hand-to-hand if necessary."
2. "Scouting again? Ay, you ask so little of me! I'll find me some Yarddogs!"
3. "Now this, this is more my speed! Let's DANCE! Slice them up like confetti!"
4. "I shall rip one of their spines out and arrange it on a corpse like a necktie, anything more would take too long."
1. Your sword is ready for you. You feel like you can take on the world. But you better be careful. Overconfidence can do you in. (rolled 9 and 1- for cockiness for a total of 8)
2. If by scouting for Yarddogs, you go to the bar and end up starting a bar fight with random drunks who are NOT Yarddogs, yes, good job. You end up straying too far from their territory and enter some random bar. You get into a fight with one drunk before others join in and come after you. Despite your sword skills, you find yourself quickly overwhelmed and get the hell beaten out of you and tossed out. Never underestimate the power of the intoxicated. (rolled 1)
3. But you do manage to get to Yarddog territory eventually and where you failed to beat up the inebriated, you do succeed in slicing them up in ribbons. If you wanted to have a party and have some confetti using chunks of their flesh, you've succeeded. (Rolled 6 and 1+ for fighting skills earns you 7)
4. You do decide to go all out with it and rip out all the corpses spines and tie them around their necks to look like they're all neckties. It's like a fucked-up version of prom night. But nevertheless, the Yarddogs got the hint and know well how serious the Capper threat really is. (rolled 9)
Jetstream Sam has scored a total of 25 points.
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"All right, I'm gonna try number 5 this time."
1. See Emery for any weaponry or equipment you need and recruit some of Sparxxx's people.
Mila will get a couple of pistols, with holsters for easy carrying. She'll grab a knife or two as well in case she runs out of ammo before she runs out of Yarddogs. Lastly, she's gonna grab a can of spray paint. Bring along a couple equally-armed gang members, as well as a couple who are good in a fist fight. Best to prepare for anything.
2. Go around until you manage to find some Yarddog territory.
Well, back home these kinds of people tended to skulk around in the bad parts of town, usually in alleys or near places like liquor stores. So she's gonna check that first. If there aren't any Yarddogs there, she'll try to get information out of somebody as to where to find them. Then she signals to the rest of her gang to get over there for the fight.
3. Go in fighting! Massacre all the Yarddogs you see. Leave no survivors!
Mila and the other armed gang members will go in shooting. She knows she's a good shot, she just hopes she's got enough ammo. Melee fighting won't go down until everyone's out of bullets; don't want to get shot while shanking somebody after all.
4. Find a way to leave your mark and make it clear the territory now belongs to the Cappers.
Remember that spray paint? Yeah, she's gonna tag some walls. Maybe smear some blood around too, show 'em she means business.
Stupid doomed timeline...
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A government train, eh? Sounds like a... Target. That'll get us killed by the government. Anyway, this'll be easy enough. Four it is.
Step one: Lindsey brings a substantial crew, arming them only with pistols and other easily concealed weapons. Large weapons are carried in a duffel bag by a couple crew members. Lindsey then has the crew dress up as teamsters and train company employees. Presumably a smart move to not arouse suspicion.
Step two: Lindsey sends some crew ahead disguised as construction workers (with a two way radio) to break up the tracks by an isolated stretch of road far ahead. Setting up a group of phone signal jammers outside to prevent calls out, the crew sweep into the train yard and take the employees hostage, stripping them so they won't run and locking them in an underground room. Then, Lindsey calls the train over the radio and says that the tracks are damaged up ahead, and that they'll have to unload here, then, being as persuasive as possible, tells them that the rail yard employees will help unload and transport the supplies. If the train doesn't believe them and doesn't stop, it'll derail anyway.
Step three: if the train stops, when the security gets off the train, Lindsey greets them in a friendly manner and, under a guise of taking them to the boss of the place, lures them into a shipping container in an isolated corner of the yard where a fake office has been set up. Lindsey then shuts and locks the door after telling the guards to wait while they go find the boss, and then out come the heavy guns, and the container is riddled with bullets. After going inside and killing any survivors, the crew is free to unload the train completely, getting every bit of gear... If the train goes and gets derailed by ignoring Lindsey however, then Lindsey radios ahead to the crew at the isolated derailment site near a road rarely driven on, and rushes their crew over there. Lindsey then pretends to be there to help, helping the survivors of the crash recover as much as they can (no sense in wasting labor) and then their crew pull out the guns and slaughter the injured and disoriented security.
Step four: whichever way it goes from there, the plan is the same. There shouldn't be a way for anyone to call in backup, but if it does come, driving the supplies into a heavily urbanized area should prevent pursuit, as the military will want to avoid friendly civilian casualties. Any pursuing helicopters can easily be shot down with the easy-to-use anti-helicopter shoulder mounted launchers likely in the supplies, as only helicopters would be able to follow.
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(03-01-2022, 18:27:30 PM)Kennifer Wrote: "All right, I'm gonna try number 5 this time."
1. See Emery for any weaponry or equipment you need and recruit some of Sparxxx's people.
Mila will get a couple of pistols, with holsters for easy carrying. She'll grab a knife or two as well in case she runs out of ammo before she runs out of Yarddogs. Lastly, she's gonna grab a can of spray paint. Bring along a couple equally-armed gang members, as well as a couple who are good in a fist fight. Best to prepare for anything.
2. Go around until you manage to find some Yarddog territory.
Well, back home these kinds of people tended to skulk around in the bad parts of town, usually in alleys or near places like liquor stores. So she's gonna check that first. If there aren't any Yarddogs there, she'll try to get information out of somebody as to where to find them. Then she signals to the rest of her gang to get over there for the fight.
3. Go in fighting! Massacre all the Yarddogs you see. Leave no survivors!
Mila and the other armed gang members will go in shooting. She knows she's a good shot, she just hopes she's got enough ammo. Melee fighting won't go down until everyone's out of bullets; don't want to get shot while shanking somebody after all.
4. Find a way to leave your mark and make it clear the territory now belongs to the Cappers.
Remember that spray paint? Yeah, she's gonna tag some walls. Maybe smear some blood around too, show 'em she means business.
1. You find everything you needed at Emery's. You got pistols and holsters, knives galore. And plenty of ammo. That should last you for a while, I think. And you do compile yourself a nice crew, all who is adapt at marksmanship and can more than handle themselves in a fight. But can you trust them to finish the job? (Rolled 10, and 1- for distrustfullness for 9 points)
2. Good thinking there! Your instincts serve you well. You head up to the more sketchier parts of the Yarddog hood and you find yourself a prominent hotspot for them. You bring in your people and you're all ready to go to war. (Rolled 6 and 1+ for street smarts for a total of 7 points)
3. You do take a few loses people-wise and you do run out of ammo eventually. But your gun skills were on par and you've taken them out pretty well. You put up a good fight and pulled through. (Rolled 4 and 1+ for markmanship for a total of 5 points)
4. With no one to oppose you, you sprayed paint all over the dead neighborhood, things like "Cappers 4 Life" and "Yarddogs are bitches". And for good measure, you even write those same messages in blood. And to really hit the point home, you hoard up the corpses and put them all of a pile and put up banners with that message too. The land now belongs to the Cappers and the Yarddogs won't even bother fighting back for it thanks to your efforts. (Rolled 9)
Mila has scored a total of 30 points.
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(03-01-2022, 21:33:42 PM)Florien Wrote: A government train, eh? Sounds like a... Target. That'll get us killed by the government. Anyway, this'll be easy enough. Four it is.
Step one: Lindsey brings a substantial crew, arming them only with pistols and other easily concealed weapons. Large weapons are carried in a duffel bag by a couple crew members. Lindsey then has the crew dress up as teamsters and train company employees. Presumably a smart move to not arouse suspicion.
Step two: Lindsey sends some crew ahead disguised as construction workers (with a two way radio) to break up the tracks by an isolated stretch of road far ahead. Setting up a group of phone signal jammers outside to prevent calls out, the crew sweep into the train yard and take the employees hostage, stripping them so they won't run and locking them in an underground room. Then, Lindsey calls the train over the radio and says that the tracks are damaged up ahead, and that they'll have to unload here, then, being as persuasive as possible, tells them that the rail yard employees will help unload and transport the supplies. If the train doesn't believe them and doesn't stop, it'll derail anyway.
Step three: if the train stops, when the security gets off the train, Lindsey greets them in a friendly manner and, under a guise of taking them to the boss of the place, lures them into a shipping container in an isolated corner of the yard where a fake office has been set up. Lindsey then shuts and locks the door after telling the guards to wait while they go find the boss, and then out come the heavy guns, and the container is riddled with bullets. After going inside and killing any survivors, the crew is free to unload the train completely, getting every bit of gear... If the train goes and gets derailed by ignoring Lindsey however, then Lindsey radios ahead to the crew at the isolated derailment site near a road rarely driven on, and rushes their crew over there. Lindsey then pretends to be there to help, helping the survivors of the crash recover as much as they can (no sense in wasting labor) and then their crew pull out the guns and slaughter the injured and disoriented security.
Step four: whichever way it goes from there, the plan is the same. There shouldn't be a way for anyone to call in backup, but if it does come, driving the supplies into a heavily urbanized area should prevent pursuit, as the military will want to avoid friendly civilian casualties. Any pursuing helicopters can easily be shot down with the easy-to-use anti-helicopter shoulder mounted launchers likely in the supplies, as only helicopters would be able to follow.
1. Sadly for you, your influence doesn't really do much to bring people in to work for you. The most you can do is get a small group of people. And they're not exactly the most inconspicuous types there is, nor are they that skilled. But it's better than nothing. And the best you could do is dress them up in Halloween costumes that make them look like train employees. You tried, but an observant eye would know that they're obviously up to no good. (Rolled 2, plus 1+ for intelligence for a total of 3 points)
2. Though thankfully this part of the plan goes better. You find a couple who are in Halloween construction costumes and are more easily fooled by them for some reason. They gather the hostages and put them in the underground room and you manage to get the train to stop at the railyard. Now your crew can go on the attack. (Rolled 6 plus 1+ for your persuasiveness for a total of 7)
3. But things start to unravel again as they look at the not-so-convincing costumes your crew is wearing, and they become convinced everyone is up to no good, even you. This quickly escalates into a battle where the train people manage to hold their own against your people. A good amount of losses on both sides, even you give into the urge of killing some of them. But nevertheless, you do raid the train and manage to take some of the supplies of there. You think the battle could be a good of a distraction as any. (Rolled 5 and 1- for your violent tendencies for a total of 4)
4. And then you get into a chase with the military as you do wisely decide to go into the urban areas. The helicopters do follow you however, but you don't have any anti-aircraft weapons to use against them. But you do manage to go down the town aqueducts to hide out from the choppers. Eventually they give up pursuit on you and you bring back a not-so-bad amount of goodies for the hood. (Rolled 5 and 1+ for intelligence for a total of 6)
Lindsey Clipton has scored a total of 20 points.
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"Less go fer numbah three this time..."
1. See Emery for any of your weapon or protection needs if you so desire. Get a machete, a bow and arrows, and maybe a gun and a few magazines if you roll right.
2. Look for where Charles is. Again, like I said, he's up West somewhere in the woods. You honestly don't need the help of the cops for this one. After all, you're not entirely convinced they won't try to arrest you for looking like a hobo. Use your tracking knowhow and experience in surviving in the woods to eventually reach Charles.
3. Get Charles out of the house as stealthily and safely as possible. And if you end up fighting off the ones influenced by the Yarddogs, don't be afraid to use violence if you need to. Make a hiding spot in the woods and lure a cop to approach you by throwing rocks at the window. Scare the shit out of them and convince them to let Charles out without a fuss.
4. Destroy Charles's old identity and give him his new one (You will have everything in an envelope, which includes IDs, birth certificates, all that) and get him to the airport without incident. Give Charles a crash course in hiding incognito then give him the stuff and send him on his way. You can go back from where you came.
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(03-02-2022, 00:58:32 AM)Weirdguy149 Wrote: "Less go fer numbah three this time..."
1. See Emery for any of your weapon or protection needs if you so desire. Get a machete, a bow and arrows, and maybe a gun and a few magazines if you roll right.
2. Look for where Charles is. Again, like I said, he's up West somewhere in the woods. You honestly don't need the help of the cops for this one. After all, you're not entirely convinced they won't try to arrest you for looking like a hobo. Use your tracking knowhow and experience in surviving in the woods to eventually reach Charles.
3. Get Charles out of the house as stealthily and safely as possible. And if you end up fighting off the ones influenced by the Yarddogs, don't be afraid to use violence if you need to. Make a hiding spot in the woods and lure a cop to approach you by throwing rocks at the window. Scare the shit out of them and convince them to let Charles out without a fuss.
4. Destroy Charles's old identity and give him his new one (You will have everything in an envelope, which includes IDs, birth certificates, all that) and get him to the airport without incident. Give Charles a crash course in hiding incognito then give him the stuff and send him on his way. You can go back from where you came.
1. Yeah, this does not go well for you at all. You find a bow and arrow, but it accidentally goes off and hits you in the knee. (I know, insert obvious meme here) And as you find the machette, you grab it by the blade and you bleed all over the place. Emery is so disgusted by this, you get thrown out and have nothing you can use and you just walk around trailing blood. (Rolled 1)
2. While you're not the stealthiest person around, and by that, you do get the attention of cops who look to question you, but you manage to evade them. And your outdoor know-how eventually does leads you to Charles's house. (Rolled 6 and 1- for lack of stealth skills for a total of 5)
3. You do however manage to lure out a cop with the rocks you thrown at the window. Naturally a cop does come out to investigate. But you do get a jump on him though by getting him caught on a rope trap you invented yourself. And you grab the cop and convince him to give Charles to you. The cop obliges and Charles is now brought together with you. (Rolled 7, plus 1+ for intimidation for a total of 8)
4. You do manage to burn away Charles's old identity and give him his new one without incident. And you teach him the ways to stay incognito, which only results in having him fake his own death before he leaves for the airport. And on top of that, since Charles was "killed" since he was last seen with you, you're the one who gets arrested for his "murder" and taken in the police station for questioning. But Sparxxx uses his connections to free you and you're back in the hood. A lot of trouble to get Charles out of the area, but at least the job is done. (Rolled 10)
John Rambo has scored a total of 24 points.
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"Let's go <Unleash Dangerous Criminals>, kids!"
Steve's Bailout Services! (Your first extralegal escort is free!)1. See Emery for any of your weapon or protection needs if you so desire. > Steve will grab a pistol, a dagger, and a bulletproof vest. Although not absolutely necessary, a police outfit would be desirable.
2. Look for where Charles is. Again, like I said, he's up West somewhere in the woods. > Steve will make a direct advance towards the woods while avoiding police and Yarddog territory if possible. Once Steve reaches the woods, he will patrol the area for the house. He will keep the police outfit stowed away for now.
3. Get Charles out of the house as stealthily and safely as possible. And if you end up fighting off the ones influenced by the Yarddogs, don't be afraid to use violence if you need to. Once Steve spots the house, he will check for suitable entrances such as open windows or unlocked doors. Once he gets in and finds Charles, he will escort him to the nearest exit. If any Yarddogs spot Steve, he will quickly put on the police outfit and slit/shoot their throats.
4. Destroy Charles's old identity and give him his new one (You will have everything in an envelope, which includes IDs, birth certificates, all that) and get him to the airport without incident. Steve will use the pistol and dagger to hack Charles' old identity to unrecognizable shreds of paper. He will then put on the police outfit if he hasn't done so and directly escort Charles to the airport's parking lot.
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Damn. That could have gone... better. Whatever. It was a good plan until the part where they caught on. Whatever. Fuck. Though I think being clever about it made it a lot less bad than it could have been. So really, a victory.
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(03-02-2022, 01:46:55 AM)Goose Wrote: "Let's go <Unleash Dangerous Criminals>, kids!"
Steve's Bailout Services! (Your first extralegal escort is free!)1. See Emery for any of your weapon or protection needs if you so desire. > Steve will grab a pistol, a dagger, and a bulletproof vest. Although not absolutely necessary, a police outfit would be desirable.
2. Look for where Charles is. Again, like I said, he's up West somewhere in the woods. > Steve will make a direct advance towards the woods while avoiding police and Yarddog territory if possible. Once Steve reaches the woods, he will patrol the area for the house. He will keep the police outfit stowed away for now.
3. Get Charles out of the house as stealthily and safely as possible. And if you end up fighting off the ones influenced by the Yarddogs, don't be afraid to use violence if you need to. Once Steve spots the house, he will check for suitable entrances such as open windows or unlocked doors. Once he gets in and finds Charles, he will escort him to the nearest exit. If any Yarddogs spot Steve, he will quickly put on the police outfit and slit/shoot their throats.
4. Destroy Charles's old identity and give him his new one (You will have everything in an envelope, which includes IDs, birth certificates, all that) and get him to the airport without incident. Steve will use the pistol and dagger to hack Charles' old identity to unrecognizable shreds of paper. He will then put on the police outfit if he hasn't done so and directly escort Charles to the airport's parking lot.
1. You certainly do grab a pistol and a dagger. You find some bulletproof vest, but it's not really one that can stop extremely powerful weapons. So you better pray they all have light weaponry. There's no police suit to be found. (Rolled 4)
2. You manage to go right to the Yarddogs who are looking to go after Charles. And they are onto you. They go after you and you can't put up much of a fight as they overwhelm you and beat you senselessly before the police intervene and beat the Yarddogs senselessly and then beat you senselessly. They arrest you all and you go straight to jail, where you share the same cell as the Yarddogs and they beat you senselessly even more before Sparxxx comes by to bail you out and take you back to the area. (rolled 1 and -1 for your lack of people skills for a total of 0, so you broke the scale. Yay!)
3. You come in and rescue Charles. But then the cops and the Yarddogs both show up and surround you, both of them wanting Charles. But you won't let them have him. You go on a massive rampage and with your gun and dagger. You massacre both the cops and the Yarddogs. And the former even calls for back-up and when they arrive, your bloodlust is not sated. You easily kill all of them too. And to really top it off, you set the house on fire and watch it burn down before leaving with Charles. (Rolled 10)
4. You do decide it would be a good idea to steal one of the dead officer's clothes and put it on and you hack into Charle's old identity and you successfully got rid of it. You hand Charles the new papers and take him to the airport without incident. (Rolled 7 and 1+ for street smarts for a total of 8)
Steve/Addison has scored a total of 22 points.
I like bananas. They're yellow.
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"That went better than I expected. Guess I chose the right challenge."
After getting back from her mission, Mila will
>go back to her house and try to find something to eat and something to watch that's at least tolerable.
Stupid doomed timeline...
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>go back to her house and try to find something to eat and something to watch that's at least tolerable.
You do find yourself a nice sandwich. Not the best you've ever eaten, but it's tolerable enough. What were you expecting drain cleaner? And you also find a movie that's also good enough to pass the time.
I like bananas. They're yellow.
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"Well! That <Funny Job> wasn't a complete <TrainWreckTracker.zyx>! I shall <Hip Hip Hooray> with <Memorial Planning Services>!
> construct a memorial towards Spamton
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> construct a memorial towards Spamton (Steve)
You construct a very beautiful stone statue of Spamton, even having a plaque to go with it, saying "Remembering you in our <Ideas that come from the slab of meat in our heads that makes thoughts> forever. <Go on a nice vacation> in peace. RIP. A good way to remember your fallen <Salesman of fine goods>.
I like bananas. They're yellow.
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"I'd rather be findin' Yarddogs than odd jobs..." Lucky rubbed his fuzzy head. "Since I really have to, I'm taking the turf collection."
1. Same as normal, he went to collect temporary weapons from Emery. It's a rifle in particular he wants, because he figures picking off from far away is a safe way to weasel in.
2. Since the Charles incident, Lucky has to be careful waddling around in public, especially with the bad leg. Fortunately, his fur being charred should help him blend in on the streets. If /when territory is found, assuming Lucky's got his rifle, he'll circle around the place and snipe the Yarddogs he spots. If this works, the Yarddogs will scatter all around the territory like confused bees, making them more manageable.
3. Too bad he has to let himself be caught. Now the Paw o' Death can work its magic with Lucky taking shelter wherever possible from enemy fire. Pewpewpewpewpewpewpewpewpewpewpew!
4. To mark the territory, Lucky...well, he figured what came naturally for rabbits would be too undignified for Cappers, so he opts to scratch the Capper name on various things with his paw's knife. He gnaws on things, too.
If you hear about someone putting characters through intense despair and misery, then that someone is probably me.
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(03-03-2022, 01:14:47 AM)PopcornPie Wrote: "I'd rather be findin' Yarddogs than odd jobs..." Lucky rubbed his fuzzy head. "Since I really have to, I'm taking the turf collection."
1. Same as normal, he went to collect temporary weapons from Emery. It's a rifle in particular he wants, because he figures picking off from far away is a safe way to weasel in.
2. Since the Charles incident, Lucky has to be careful waddling around in public, especially with the bad leg. Fortunately, his fur being charred should help him blend in on the streets. If /when territory is found, assuming Lucky's got his rifle, he'll circle around the place and snipe the Yarddogs he spots. If this works, the Yarddogs will scatter all around the territory like confused bees, making them more manageable.
3. Too bad he has to let himself be caught. Now the Paw o' Death can work its magic with Lucky taking shelter wherever possible from enemy fire. Pewpewpewpewpewpewpewpewpewpewpew!
4. To mark the territory, Lucky...well, he figured what came naturally for rabbits would be too undignified for Cappers, so he opts to scratch the Capper name on various things with his paw's knife. He gnaws on things, too.
1. You find yourself a very powerful rifle. One that can make mincemeat out of someone's head from even 2'000 feet. It has a great scope and a laser targeting system. But the catch is this weapon is illegal in 10 countries, including the USA. So you better hope cops don't catch you with that. (Rolled 10)
2. But you are not as inconspicuous as you think you are. You've made the waves with Charles's death, as well as your injuries sustained from it. The Yarddogs know you. And they do come in firing at you. You are pretty overwhelmed. But on the plus side, you do manage to score some kills with that rifle of yours. (Rolled 2 and 1+ for marksmanship for a total of 3)
3. Your Paw of Death does prove to be effective against the Yarddogs that surround you. Shooting them up, burning them, cutting into them. It works. Also a few do get close enough to you to punt you around. But beyond that, you're in control for the most part. (Rolled 6 and 1- for your small stature for a total of 5)
4. Scratching up things and putting the Cappers name on them is not the most effective way to make them all fear you, nor is gnawing on things. But it does make the rival gang notice you all. So that counts for something. (Rolled 5)
Lucky O'Chopper has scored a total of 23 points.
I like bananas. They're yellow.
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