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File: OMOPicII.jpg (151 KB, 1719x1118)
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You are Alexei Solokov, scion and heir of the Sokolov crime family. It is Monday, October 16th, 2017, and the Family is in a dark age. The assassination of your father and the severance of the Family's ties to the forces of Hell and the Witch Covens have left the once Great House in a downward spiral. Only the monstrous servants remain allied with the Sokolovs.

Your bank reserves are at 165,000,000 USD.
Your weekly income is 70,450 USD per week.

Your forces are:
>250 Werewolves, scattered across the globe; 100 at the Manor, 20 in Beijing, 20 in Louisiana, 30 in New York, 30 in London and 50 in Afghanistan
>20 Jaegers (S), all at Sokolov Manor
>2 Cyclopes (S), here at Sokolov Manor
>5 Minotaurs (S), here at Sokolov
>10 Centaurs (S), at Sokolov
>1 Dragon (S) (Vern, a Red adolescent) here at Sokolov
>2 Pegasi at Sokolov
>8 Nightshifters, at Sokolov
>25 Salamanders, at Sokolov

You are currently in Sokolov Manor in rural Alaska, sitting with your baby sister, Anna, doing research into the secret safehouses of the Family. Your friend and Lieutenant, Sebastian "Bas" Teller, is forming a plan to reclaim the Family safehouse in Russia.

+++

The grandfather clock in the corner of your sister's room ticks along, the noise blending with the Anna's small breaths. You can almost feel her fever from here. Her temperature spiked again while you worked.

Speaking of your work you've made very little progress in the hour you've been here, and it's getting on dinner time. You could spend another hour here, taking another few shots at cracking open your father's very well encrypted files, or you could get up and do something else.

>Keep working
>Get up for dinner
>Get dinner and bring it back to Anna's room (with some for her, of course).
>Other (Write-in)
It's 6:30 PM.

+++

Discord: (24 hour expiration) https://discord.gg/VnFNa7

Characters, resources, etc. are available on request.

Archives: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Occult%20Mafia%20Quest

1d20 for all rolls unless otherwise specified. DC is 12 unless otherwise specified.

Welcome back: (from @Jigglepants on the Discord): https://www.youtube.com/watch?v=JXDPIscoSpY
>>
>>1991099
>>Get dinner and bring it back to Anna's room (with some for her, of course).
>>
>>1991099
>Keep working
>>
>>1991099
>>Get dinner and bring it back to Anna's room (with some for her, of course).
>>
>>1991107
>>1991446

You take another concerned look at Anna. She turns slightly and sighs as you do. You can't leave her all alone for dinner...

You stow the laptop on Anna's nightstand gently, taking care not to wake your sleeping sister. With one last glance behind you, you click the door shut and start towards the kitchen. The Manor gets you there with only one physically impossible staircase, but at least it goes down and not up.

The regular chef was a witch, but one of the Jaegers - Blume, she calls herself - has taken to the role with gusto, cooking surprisingly excellent fare on a regular basis. Today she's made Spätzle, some sort of concoction involving mashed potatoes, and a fruit salad. It's an eclectic mix, but what else can you expect from a Jaeger left to her own devices? You grab two trays of the stuff, thank Blume - who gives you a grin filled with jagged canines - and walk back toward Anna's room. The Manor must be worried about her too, because you only round the corner before finding yourself back at her hall.

You move the door open slowly, backing into the room with the tray of food. You sit at the foot of Anna's bed again, setting the tray down gently to your right, closer to Anna. She's still sleeping.

>Wake her, she needs to eat.
>Let her sleep.
>Other (write-in)
>>
>>1991868
>>Let her sleep.
>>
>>1991868
>Try to wake her but be gentle about it
>>
>>1991868
>>Let her sleep.
>>
>>1991868
Changing my vote to
>Wake her, she needs to eat.
>>
>>1991868
>>>Let her sleep.
crusade against the traitor witches already!
>>
Rolled 1 (1d2)

>>1991900 (nice dubs)
>>1991960

>>1991882
>>1992466 (dubble dubs)

1 to let her sleep, 2 to wake her up
>>
>>1992485
You almost reach for her to wake her up, but figure the smell of the food will do that if she's hungry. You take your laptop from the nightstand, opening it back up to work as you eat. Speaking of... you take a bite of the spätzle. It's amazing, rich, with just the right ratio of cheese-to-noodle. Perfection.

>1d20-3 to crack the PC
>>
Rolled 15 (1d20)

>>1992515
Nat 1
>>
Rolled 4 (1d20)

>>1992515
>>
Rolled 14 (1d20)

>>1992515
>>
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>>1992528

>12, skin of your teeth

>>1992547
pic related
>>
>>1992528
You sigh, and turn back to your work, mournfully setting the delicious spätzle back on the tray. Opening the laptop, you delve back into your father's encryptions, It's a long, slow hour - you didn't do so amazing in your CS classes - but you manage to hack your way into one layer that yields...

A record of a series of very large payments to a set of Russian shell companies you know are fronts for certain corrupt politicians. However, one name you don't recognize: "Лeниньc Coнc Инцopпopaтeд," or Lenin's Sons Incorporated. Founded in the year of your birth. Huh.

You give it another hour, but you can't punch through the next layer of encryption. It looks like you'll need a physical decoder object to break through this. On your fifth attempt to guess the password, it loads a cogitohazard, and you slam the laptop shut with a yelp.

A tiny yawn comes from your right. Anna's awake! Whoops.

>Ask how she's feeling
>Get her to drink some water and eat some food
>Call a doctor
>Other (write-in)
>>
>>1992657
>>Get her to drink some water and eat some food
>Ask how she's feeling
>>
>>1992657
>>Call a doctor
>>
>>1992657
>>Get her to drink some water and eat some food
>Ask how she's feeling
>>
>>1992691
>>1992706
Thirded
>>
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>>1992691
>>1992706
>>1992752

"Hey, Anna," you murmur gently. "Welcome back to the land of the living." She gives you a bemused, groggy stare, cheeks flushed with fever. Her brown hair is disheveled, matted onto the back of her head. Her blue eyes are bleary and still half shut.

"Hay, Ikes," she manages, slurring slightly with sleep.

You smile, but behind it, you're freaking out. She's usually a tiny dynamo, halfway out of bed before her alarm's first ring's through. Sleeping for 18 hours and still being tired isn't like her at all.

"Hey, Anna," you say. "Do you want some spätzle?"

"Mm-mmnh. No fanks, Ikes," she answers.

"Ok. Will you at least drink some water?"

"Yuh-huh."

You help her tip the glass, but some still spills out onto her lap. It's only a few drops, but she starts to shiver. You bundle her up a little more.

"You sure you don't want any spätzle? It's like mac-n-cheese..."

Interest piques in her eyes, but it fades quickly.

"Mm-mmnh. Not hungry, Ikes." She pushes your arm away.

>Keep trying
>Give up
>Call a doctor
>Other (write-in)
>>
>>1992991
>Call a doctor
>>
>>1992991
>Call a doctor
>>
>>1992991
>Call a doctor
>>
>>1992991
>Call a doctor
Assuming there are any we can trust.
>>
Rolled 11 - 2 (1d20 - 2)

>>1993000 >Trips
>>1993088 >Dubs
>>1993481
>>1993499 >Dubs

Why my thread, 4chan? The fuck?

+++

Yeah, Anna's gotten worse. You need to call a doctor. You step into the hall and dial the Family retainer on your cell. The phone rings once before she picks up.

"Doctor Aseus here."

"Aseus, my sister has gotten worse again," you say tersely. "She's awake, but she won't eat. She only drank about half a cup of water. I am getting very worried about her." You put a tinge of menace into your voice in the last sentence.

"I'll be down right away, Mr. Sokolov," Aseus says. You can hear the rustling of preparations in the background.

Since she lives on site, it only takes her half an hour to get to you. You're sitting next to your sister - who's gone back to sleep - when she arrives, lugging a medical bag. She sets it next to your sister, and gets to work...
>>
>>1994062
>9

After fifteen minutes, the doctor looks up at you and shakes her head.

"For the life of me, sir, I can't find anything medically wrong with Anna." She lifts up the vial of blood she took, indicating it to you. "However, once I run this through the lab, we might get another hint at what's going on here."

>Is there anything you can do to sooth her symptoms?
>Thank you, dismissed
>Do you recommend taking her to a hospital?
>Other (write-in)
>>
>>1994071
>Thank you, dismissed
>>
>>1994071
>Doctor, is there something she can take, I said Doctor, to relieve this bellyache
>>
>>1992657
Well our father told us as his last words to tell Lenin the red sun has set.... could that be related the password?
>>
>>1994512
Perhaps, perhaps not.
>>
>>1994146
>>1994289
Flipping a coin in 10 minutes.
>>
>>1994289
>>1994071
This
>>
>>1994071
>Is there anything you can do to sooth her symptoms?
>>
>>1994071
>>Thank you, dismissed
>>
>>1994289
>>1994702
>>1994718

"Is there anything you can do for her symptoms?"

She nods.

"Have her take two of these a day, one in the morning and one in the evening. 12 hours apart. They need to be taken with food, as well. Make sure she eats something, not just with her pills. If she doesn't, I'll need to put her on an IV."

You nod. "Thank you, Dr. Aseus. I want you to check in on her twice daily, as I might not be available." You shake her hand, and she leaves.

>Try to give Anna the pill with some food
>Check in with Bas on the plans
>Go to bed (it's late)
>Other (write-in)
>>
>>1995071
>Try to give Anna the pill with some food
>>
>>1995071
>Try to give Anna the pill with some food
If she doesn't want what's on that plate, get whatever her favorite food is even if it's some kind of dessert.
>>
>>1995071
>>Try to give Anna the pill with some food
>>
>>1995071
>Check to see if the pill is poisoned or laced with anything, then try and give it to her
>>
>>1995632
If it was poison why would she need to take it with food? Seems like a pretty dumb way to try to poison someone who doesn't want to eat.
>>
>>1995086
>>1995156
>>1995175

>1d20 +1 for charisma

Note: Anna WILL DIE if you don't resolve this soon. Also, back.
>>
Rolled 7 + 1 (1d20 + 1)

>>1996251
Nat 1
>>
>>1996254
Stop tempting fate
>>
Rolled 2 + 1 (1d20 + 1)

>>1996251
>>
>>1996288
Wewlad, I need to stop rolling permanently
>>
Rolled 18 (1d20)

>>1996251
nat20 bitches!
>>
Rolled 15 + 1 (1d20 + 1)

>>1996251
>>
>>1996254
>>1996261
>>1996382

19, very good
>>
>>1996646

You gently wake your sister again.

"Muh, lemme sleep, Ikes," she mutters, turning over away from you.

"Anna, you need to eat."

"Nuh, don't wanna. No thanks."

"Anna, do you like feeling like this?"

"No..."

"Doctor Aseus brought you some stuff to help you feel better. Do you want to feel better?"

"Yeah."

"Ok, so I need you to eat some food, then I can give you the medicine. Ok?"

"Ok, Ikes." You help her sit up, and she manages a few bites of the spätzle and mashed potatoes before stopping. Happy that she ate anything, you don't push it further. Once she takes the pill, you stay with her until she falls asleep again.

You feel like there's nothing more to be done until you have a better understanding of Anna's condition.

>Read up some more on the occult (Demons, monsters, or witchcraft)
>Check in with Bas
>Go to sleep (it's almost 9)
>Other (write-in)
>>
>>1996676
>>Check in with Bas
>>
>>1996676
>Check in with Bas
>>
>>1996676
>>Read up some more on the occult (Demons, monsters, or witchcraft)

read up on them cause we're gonna show them hell for this treachery
>>
You still have an hour in you. You set off towards the kennels, taking one of the passages through the house - the sun is down, now, and the nights here are brutally cold. Despite the fact that the kennels aren't actually connected to the manor, you get there through a door that looks a few hundred years older than the rest of the manor, stepping out into the common room of the Kennels, stepping through the front door. Which leads out into the snow.

Bas isn't in the common room, though a few werewolves sit by the fire, playing a game with a couple Jaegers. They haven't noticed you. Another werewolf sits alone, reading a book. She hasn't noticed you either. A stair leads up to the second floor, where you'll find Bas's office. Behind the stair, a door leads back into the housing section.

>Straight to Bas
>To the housing section
>Investigate the game
>Talk to the reader
>Other (write-in)
>>
>>1997062
>>Talk to the reader
>>
>>1997062
>Straight to Bas
We're pretty tired as of now, so I'd rather not dawdle. If we have time, we can talk later.
>>
>>1997068
>>1997062
This
>>
>>1997068
>>1997081
You walk over to the reading werewolf, inspecting the book she's reading. It's "Artemis Fowl," by Eoin Colfer. You've never read it.

"Hello," you say, sitting down on the edge of the seat across from her. She starts, snapping the book shut. When she sees your face, her eyes go wide, and she snaps into a salute.

"Ah, calm down," you say, a little embarrassed.

>"I just wanted to know where Lieutenant Teller was."
>"How's your book?"
>"What's your name?"
>Other (write-in)
>>
>>1997143
>"How's your book?"
>"What's your name?"
>"I just wanted to know where Lieutenant Teller was."
>"How have the men been after the attack? Any small problems I should know of"
>>
>>1997143
>"How's your book?"
>>
>>1997143
>>"How's your book?"
>>"What's your name?"

not sure why we are bothering a subordinate on her down time instead of working but might as well.
>>
>>1997154
>>1997172
>>1997175

"How's your book," you say with a smile. She sits back down, cautiously placing it on the coffee table between you.

"Quite good, sir. It's giving me some trouble, but I'm managing."

You frown internally. That's a children's book. Odd.

"Good to hear. What's your name?"

She seems less tense. "Madrigal Berrett, sir," she says. "But most just call me Maddy."

"Nice to meet you, Maddy," you say, offering your hand. You glance over to the rowdy Jaeger-werewolf game. "May I ask you something? Well, two somethings, but one at a time."

"Of course, Lord Sokolov."

You're slightly taken aback at the title. You knew you have a technical claim to it, but "Lord Sokolov" was always your father.

"How have the troops held up since the attack? Any issues with morale? Any hints of mutiny?" She looks offended, but you put up your hand in a placating gesture. "I know the werewolves are loyal, but... among the Jaegers, perhaps?"

She nods.

"The troops as a whole have been doing well. There aren't any major morale problems... except for Castle Team. They can't stop kicking themselves over letting Sokolov Manor be breached. Although, Lord," she says, a little flustered, "I'm not the best person to talk to about this. Lieutenant Teller would know more."

You nod. "On that point, where is Sebastian?"

"He'll be in his office, Lord."

You shake her hand again. "Nice meeting you, Maddy."

>And please, call me Alex.
>Have a nice evening.
>Other (write-in)
>>
>>1997309
BTW, I'm going to bed. Last update for tonight.
>>
>>1997309
>Have a nice evening.
>>
>>1997309
>>Have a nice evening.
>>
>>1997309
>>Have a nice evening.
So we should assign team castle to a mission preferably a medium risk mission to get their morale up again.
>>
>>1997309
>Have a nice evening.
>>
>>1997316
>>1997337
>>1997638
>>1997644
"...have a nice evening."

"You too, Lord Sokolov."

You take the stairs up, turning right at the top, and heading down the thankfully euclidean hallway. Bas' office is at the end, the only lit room in the dim hall.

You knock, and a few seconds later, a slightly disheveled Bas pulls the door open.

"Yes?" he says tersely, before realizing its you. His eyes go wide, and he tries to smooth his hair, assuming an upright posture.

"Sorry to bother you, Bas," you say, "but I just wanted to inquire as to the plans for the Russian safehouse raid."

Bas motions you in, taking a few strides to get behind his desk, where he has a glowing monitor casting reflections on the small window behind him. It's a tiny space, maybe 15 feet square totally empty. You sit, unbidden, in the wooden chair opposite Bas. He rearranges some papers, consulting a few and tossing some into his outbox. Some are just balled and thrown into a wastebasket.

"The plans are going well, sir," Bas says after a moment, looking up from the flurry of paper. "I'm in the final stages. Just figuring out exit strategies if things go badly." He settles, sitting. "Though these are only for if diplomacy fails, right, sir?"

>Yes. We'll take the diplomatic route first.
>Sort-of. I want a show of force accompanying me.
>No. The people in the safehouse abandoned the Family in out time of need. We make examples of them.
>Other (write-in)
>>
>>1998297
>Yes. We'll take the diplomatic route first.
This was our safehouse after all
>>
>>1998297
>>Yes. We'll take the diplomatic route first.
still want that force on us just not for showing.
hopefully nothing happens and they rejoin quick, if not we end them all
>>
>>1998297
>>Yes. We'll take the diplomatic route first.
>>
>>1998297
>Yes. We'll take the diplomatic route first
>>
>>1998363
>>1998378
>>1998488 (Nice dubs)
>>1998537

"Of course. We need everyone we can get, so I don't want to scare whoever's left away."

He nods, relieved.

"We can mobilize as soon as tomorrow morning, if you want, sir."

>ASAP sounds good.
>We should take some more time to prepare, maybe de-mothball some of the Family hardware.
>Other (write-in)
>>
>>1999235
>We should take some more time to prepare, maybe de-mothball some of the Family hardware.
>>
>>1999235
>We should take some more time to prepare, maybe de-mothball some of the Family hardware.
>>
>>1999235
>We should take some more time to prepare, maybe de-mothball some of the family hardware.
>>
>>1999235
>We should take some more time to prepare, maybe de-mothball some of the Family hardware.
>>
"No. I want to take some more time to prepare, perhaps de-mothball some old hardware. What do we have in storage?"

Bas thinks for a moment, checking something on his computer.

"We have two armor units - an M1120 Stryker and a BMPT Terminator, the Mk. 1. We have two Black Hawks at the Family airfield, and we have a A-10 for CAS if we need to go absolutely loud. However, the safehouse is in Moscow, so I don't think even we could pull enough strings to allow one of those buzzing our target."

>What are our options for using the armor?
>How can we use the choppers?
>If we need, how can we use the Warthog?
>Do we have anything that isn't complete overkill?
>Other (write-in)
>>
>>1999473
>Do we have anything that isn't complete overkill?
>>
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>>1999473
>Anything that isn't complete overkill?
Just so we have something to pull up in without making a shitload of noise or tearing up the street. Couple BTR-80s and an armored Chaika maybe? Keep heavy shit nearby as backup.
>>
>>1999547
When I search "Chaika" all I get is Chinese cartoons.
>>
>>1999505
>>1999473
This
>>
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>>1999565
GAZ Chaika.
>>
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>>1999565
Later model is fine too
>>
Slightly amused, you lean backwards.

"Do we have anything that isn't complete overkill, Bas?" you ask. "Something a little more... discreet? I doubt the Kremlin will take kindly to Black Hawks full of werewolves buzzing Moscow."

Bas flushes slightly. "Of course, sir. We have a few up-armored personal cars, and of course there's the Manor's own armory. There are personal scale weapons in there that can pack a punch, if you use them right."

>Let's inspect the armory.
>Let's inspect the armory tomorrow. It's late.
>Prepare one of the personal cars for when we land in Moscow.
>Other (write-in)
>>
>>1999654
>Prepare one of the personal cars for when we land in Moscow
>Let's inspect the armory
>>
>>1999654
>Prepare one of the personal cars for when we land in Moscow.
>>
>>1999654
>Let's inspect the armory tomorrow. It's late.
>Prepare one of the personal cars for when we land in Moscow.
>>
Rolled 1 (1d2)

>>1999666 >Omen
>>1999668
>>1999767

1 for tonight, 2 for tomorrow on the armory.
>>
>>1999901

"Sort out the preparation of a car for when we land in Moscow. Before that, though, I want to inspect the armory."

Bas nods, and stifles a yawn. "Yes, sir. I'll take you there now," he says, rising. You step into the hall, and he starts for the main foyer of the Kennels.

The Manor doesn't spare you the cold this time; it's a two minute walk across the grounds in the numbing cold. Bas doesn't seem bothered, but your teeth are chattering by the time you reach the armory. The werewolf guards step aside as you enter, saluting you and Bas.

The armory looks like nothing so much as a mid-sized warehouse. The walls, however, are lined in guns, blades, and, in one section, more esoteric weapons, such as a few AT guns, flamethrowers, and even a mortar.

>Pick out some personal weapons
>Inquire as to the armament of the Moscow strike force
>Other (write-in)
>>
>>2000017
>Inquire as to the armament of the Moscow strike force
>>
>>2000017
>Inquire as to the armament of the Moscow strike force
I mean we're gonna need a gun or two but hopefully they'll be doing most of the fighting.
>>
>>2000023
>>2000416
We seem to be slowing down, so I'll accept fewer votes. Rolls will still be Bo3 though.

"What are you arming the Moscow strike force with?"

"Three compact SMGs, a shotgun, and two snipers. We're going in with five werewolves and a Jaeger. They'll all be wearing medium body armor."

>Change that around
>Add personnel
>Remove personnel
>Get geared yourself
>Other (write-in)
>>
>>2000448
>Change that around
Replace the SMGs with carbines, AKS-74u's maybe
>Get geared yourself
>>
>>2000448
Trust the guy who knows what he's doing to know what he's doing.
>>
>>2000478
Is that a write-in? Or are you voting to get geared yourself?
>>
>>2000482
The latter. Sorry qm, was distracted.
>>
>>2000448
>>Get geared yourself
some knives and and a concealable machine pistol will do
>>
>>2000472
>>2000478
The reason I suggest this is in case our boys aren't the only ones wearing body armor. Carbines aren't much bigger than submachine guns but rifle rounds punch through armor much better than pistol rounds.
>>
>>2000507
Stechkin APS, some knives and a Makarov or maybe a snub nose revolver as backup
>>
>>2000548
>>2000472
>>1999547

Ok, y'all know you aren't actually limited to Russian hardware, right?
>>
>>2000567
Mainly a style thing I guess. The revolver probably wouldn't be Russian. S&W .357 of some kind.
>>
>Gear up

You can select an amount of weapons with a point cost equal to the number shown next to the "slot." Picking fewer weapons will give better diplomacy and agility bonuses. Only items within current point-cost will be shown.

>Head (2)
>Hat (0) No bonuses, but looks classy.
>Spy glasses (1) Looks like a pair of normal sunglasses, but capable of recording video + audio in reasonably high quality. Live feed capable.
>Tactical helmet (2) Offers little protection, but shields against glancing blows and allows for night-vision, communication, and LARS. AC 1
>Tactical earpieces (1) Small earbuds that react to spikes in noise (such as gunfire) and facilitate radio communication.
>Tactical glasses (1) appears as a regular pair of glasses, but protects against flashbangs and the like.

>Body (5)
>Tactical weave clothing (3) a jacket or other item of clothing that appears to be normal but, in fact, is fitted with Kevlar weave. Slows movement but offers protection from bullets and shrapnel. No negatives to diplomacy. AC 2
>Medium armor (2) a vest that offers light protection from bullets and shrapnel. Also has pouches for ammo or other items, and can mount special tactical items. AC 3
>Coat (0) Like the hat, looks classy but no bonuses (besides extra pocket space).
>Shoulder holster (1) Can mount one weapon and 3 changes of ammo. Can take two. Conceals sidearms, lessens agility penalties on larger weapons. Can also holster blades.

>Legs (3)
>Tactical weave (2) pants woven with Kevlar. Deep pockets. AC 2
>Tactical rigging (2) Harness that allows the wearer to carry extra ammo and a up to a rifle.
>Cargo pants (1) Expanded pockets.
>Tracksuit (-2) SUPERIOR ADIDAS WEAVE PERMITS CONNECTION TO DEEPER POOL OF SLAVIC POWER, ALLOWING HIGHER LEVEL ITEMS IN EACH SLOT (jk this is not a real option as it is OP)

>Weapon (4)
>Light sidearm (1) Small caliber pistol. High ammo capacity, moderate accuracy, low damage and AP. Concealable. 1d3x2 damage. 12 rounds.
>Heavy sidearm (3) Large caliber pistol. Low ammo capacity, high accuracy, and great damage and AP. Concealable. 1d8 + 3 damage. 7 rounds.
>SMG (3) Automatic weapon firing pistol rounds. Great ROF, concealable, poor AP. 1d3x6 damage. 30 rounds.
>Knife (1) Piece of sharp metal with a handle. Simple, concealable, but terrible reach. 1d4 damage. Sokolov blades are rune-etched to banish Demons and kill witches and monsters.
>Sword (2) Classy, elegant, deadly. A relic of a bygone era, it remains powerful in the right situations. 1d6+1 damage. Sokolov blades are rune-etched to banish Demons and kill witches and monsters.
>Cane sword. (3) Even classier, and concealable to boot. 1d6+1 damage. Sokolov blades are rune-etched to banish Demons and kill witches and monsters.

+++

Sorry for wall'o'text, but what's a guy to do.
>>
>>2001449
>Head: Nothing
>Body: Shoulder Holster
>Legs: Nothing
>Weapons: Light Sidearm, Cane sword.
We're not really expecting a fight.
>>
>>2001449
tactical glasses, pants and coat.
Shoulder holster and knife.
>>
>>2001449
>Tactical weave jacket and pants
>Shoulder holster
>Heavy sidearm
>Knife
>Sword cane
>>
>>2001695
That would go over point cost limit (Sword cane + knife + heavy sidearm = 7 pts / 4 pts)
>>
>>2001757
No sword cane then, classy though it is.
>>
If it wasn't obvious, thread's done. The next one will go up - as usual - on Friday. Stay tuned!




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