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Madripoor.

A city-state in Southeast Asia founded as a haven for freebooters, smugglers, pirates, and all other assorted scum.

While this tolerance of criminality does encourage illicit business practices, it has forged the city into a crucible of cultures and special interests.

This storied tradition of lawlessness is woven into the fabric of everyday life; as long as you’ve got the money, anything goes.

Madripoor is a city of kings and beggars, but some venture there hoping for a fresh start.

You are:

> Wilhelm Knochen, graduate student on an expedition seeking to discover centuries-old pirate enclaves.

> Michael Saint, former Church of Humanity member cast out after your magical potential revealed itself.

> Aurelio Baluyot, refugee, cook, and latest hire aboard a pirate vessel.
>>
>>4924220
> Aurelio Baluyot, refugee, cook, and latest hire aboard a pirate vessel.
>>
>>4924220
>> Aurelio Baluyot, refugee, cook, and latest hire aboard a pirate vessel.
>>
>>4924220
>Michael Saint, former Church of Humanity member cast out after your magical potential revealed itself.
>>
>>4924220
>Michael saint

Such self ate is ripe for exploitation.
>>
>>4924220

> Aurelio Baluyot, refugee, cook, and latest hire aboard a pirate vessel.
time to get blessed with a bandolieer of UNLIMITED PISTOLS BECAUSE FUCK YOU
>>
>>4924236
>>4924251
>>4924283

Writing.
>>
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>>4924236
>>4924251
>>4924283

Your name is Aurelio Baluyot, and this morning’ll mark your 10th and last day in the slums of Madripoor.

It wasn’t always like this, you think to yourself sometimes.

Life used to be a lot more simple when you lived in the Philippines.

Most of your time was spent working as an assistant chef at a small restaurant. It wasn’t much, but you got a roof over your head, 3 square meals, and a little spending money to play with.

Unfortunately, the status quo decided to suffer a major shakeup.

A violently anti-mutant political party rose to prominence and began rolling out authoritarian measures in order to “curtail the mutant menace.”

Peaceful protests became violent protests, violent protests became crackdowns, and crackdowns escalated to terror attacks.

This unrest culminated when an unidentified mutant possessing unparalleled hydrokinetic powers drove the island province of Cebu, your home, into the waves.

The only reason you survived was luck; you weren’t on the island when it was sunk.

In the guise of charity, the government decided upon a simple solution; offering the few survivors a free ticket to Madripoor and a small stipend to keep their mouths shut.

You honestly should’ve seen the trick coming, but the combination of shock and loss served to dull your ability to think critically.

Before you knew it, you were on the boat to Madripoor, a land of new beginnings.

You made it 2 days before somebody stole everything you owned.

Since then, you’ve mostly lived on the streets, before finally catching a lucky break.

Through the grapevine, you caught wind of a small-scale pirate crew looking to pick up some new talent.

You figured that anything’s gotta be better than living like an animal, so you dazzled them with your culinary skills and earned yourself a spot on the roster as the ship cook.

That’s not all you’re good for though.

Before your home was destroyed, what side interest did you pursue?

> Brawling. You and couple other guys from the neighborhood kept yourselves entertained by setting up an informal prizefighting circuit.

> Engineering. You spent most of your spare time tinkering in a makeshift workshop you kept in the attack. Nothing special, but you know one end of a screwdriver from another.

> Sailing. As befits an island province, you kept a little skiff that you’d use to race and cruise around with. You’re no expert, but you’ve got your sea legs at least.

> Medicine. There weren’t many hospitals in your price range, so you learned how to patch up injuries whenever somebody in the kitchen fucked up tremendously.

> Other? (Subject to QM fiat)


In addition, how do you feel about mutants?

> They destroyed your home and everything you’ve ever cared about. Hopefully you can pay unto them the same kindness one day.

> If you ever get your hands on that mutie bastard that sunk Cebu….

> If the government hadn’t provoked them, maybe none of this would’ve ever happened.

> Other?
>>
>>4924409
> Sailing. As befits an island province, you kept a little skiff that you’d use to race and cruise around with. You’re no expert, but you’ve got your sea legs at least.

> If you ever get your hands on that mutie bastard that sunk Cebu….

I think sailing fits with our current job the most! And I like having a grudge on a specific mutant but not all mutants.
>>
>>4924409
> Brawling. You and couple other guys from the neighborhood kept yourselves entertained by setting up an informal prizefighting circuit.
> If you ever get your hands on that mutie bastard that sunk Cebu….
>>
>>4924409
> Brawling. You and couple other guys from the neighborhood kept yourselves entertained by setting up an informal prizefighting circuit.
> They destroyed your home and everything you’ve ever cared about. Hopefully you can pay unto them the same kindness one day.
>>
>>4924409
> Sailing. As befits an island province, you kept a little skiff that you’d use to race and cruise around with. You’re no expert, but you’ve got your sea legs at least.
> They destroyed your home and everything you’ve ever cared about. Hopefully you can pay unto them the same kindness one day.
>>
>>4924409
> Sailing. As befits an island province, you kept a little skiff that you’d use to race and cruise around with. You’re no expert, but you’ve got your sea legs at least.
>If you ever get your hands on that mutie bastard that sunk Cebu….
>>
>>4924409
>> Engineering. You spent most of your spare time tinkering in a makeshift workshop you kept in the attack. Nothing special, but you know one end of a screwdriver from another.

> If you ever get your hands on that mutie bastard that sunk Cebu….
>>
>>4924409
>Sailing. As befits an island province, you kept a little skiff that you’d use to race and cruise around with. You’re no expert, but you’ve got your sea legs at least.
Just for the irony of it
> If you ever get your hands on that mutie bastard that sunk Cebu….
>>
Sailing / Targeted Hatred win, writing.
>>
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You always had a fondness for the sea, and it’ll hopefully serve you well in your new profession.

The loss you’ve suffered still hangs heavy in your mind, but you remind yourself that you can’t judge every single mutant based upon the actions of a singular example.

However, should you ever got a shot at the mutie bastard who sank Cebu, it won’t be pretty.

Best to focus on more practical matters for now, like the whole “becoming a pirate” thing.

Your interview, if you could even call it that, was pretty informal. After heading to a dive bar where you heard the recruiting was going on, you met a cheery guy named Duke that asked you a series of questions about your criminal prowess.

It wasn’t going too well at first, but after you mentioned that you knew how to cook and worked in a semi-professional setting prior to your current circumstances, he visibly lit up before giving you a dock number and instructions to head there tomorrow morning.

Armies march on their stomachs after all.

You shake the cobwebs of memory away and head to the docks, you’ve got an appointment to keep.

Sure enough, Duke was waiting to give you the grand tour.

The ship itself was interesting, you recognize the general model from an old war movie. A PT boat, that’s what it’s called.

“We’re a pretty small crew,” Duke mentions as he explains your general duties and the layout of the ship. According to Duke, you’ll probably be assigned to the boarding party or ship defense in addition to keeping the crew fed. It’s a bit daunting, but you’ll just have to get used to it.

(CONT.)
>>
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>>4924594
“But we get the job done and less crew equals more cut. Besides you and me, there’s also Hans and Clara. I’m the captain, so I handle navigation and the radio. Hans keeps the engines running as well as general repair work. Clara handles the armory and would serve on the boarding party with you. You’ll meet them in a few minutes, we’re about to have a planning session before we head out.”

The ship is currently armed with twin .50cal machine guns, and no torpedoes, and the armory has a couple AK-74s, hunting rifles, and a couple old grenades.

The rest of the tour shows you everything you figured the boat would have; engine room, armory, kitchen, etc; concluding with the chartroom currently occupied by another man and woman.

“Alright everyone, meet Aurelio, our new cook!”

The male, presumably Hans, continues fiddling with whatever gizmo he’s working on without sparing you a second glance.

The woman, presumably Clara, shoots you a glance and rolls her eyes.

“Can we get to get to business now? We’re burning daylight.” She complains.

“So impatient, Clara.” Duke chuckles a little before getting more serious and proceeding to lay out the potential targets he’s been able to gather intel on.

The first, is a Spanish cargo ship transporting electronics from Japan. Should be easy enough pickings.

The second, is a private research vessel that’s been snooping around Madripoor for a while. Might have some private security onboard, can’t know for sure.

The third, is a bounty on a Singaporean military vessel that’s been harassing other pirates for a while. Somebody’s offering a significant payday to whoever blows it out of the water.

Unfortunately, your shipmates are unable to come to a consensus on which to target.

Duke wants to hit the merchant vessel, Hans wants to hit the research vessel, and Clara wants to pick a fight with the military vessel.

The deciding vote is left in your hands, and you choose.

> The merchant vessel. It’s the safest option for your first actual voyage as a pirate.

> The research vessel. It might leave you with nothing important, or it could be invaluable.

> The military vessel. It’s dangerous, but easily has the largest guaranteed payoff.
>>
>>4924601
> The research vessel. It might leave you with nothing important, or it could be invaluable.
>>
>>4924601
> The research vessel. It might leave you with nothing important, or it could be invaluable.
>>
>>4924601
>> The merchant vessel. It’s the safest option for your first actual voyage as a pirate.
>>
>>4924601
>The merchant vessel. It’s the safest option for your first actual voyage as a pirate.
>>
>>4924601
> The merchant vessel. It’s the safest option for your first actual voyage as a pirate.
>>
>>4924601
> The research vessel. It might leave you with nothing important, or it could be invaluable.

I recall that there are massive spaceship junkyards from the misc alien invasions around the Philippines or south east asia in general within the Marvel universe. So I'm personally betting on us stumbling into some alien junk. Whether it's mere profit or we end up getting a bunch of superpower origin stories is up to the QM of course.
>>
>>4924601
>> The research vessel. It might leave you with nothing important, or it could be invaluable.
>>
>>4924608
>>4924614
>>4925285
>>4925301

Writing.
>>
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It takes some careful consideration, but you eventually voice your opinion in favor of targeting the research vessel.

It’s a bit of a wild card, but you’ve already decided to roll the dice by becoming a pirate, might as well embrace the spirit of it.

Hans nods in your direction, clearly pleased by your support.

Clara seems disappointed, and mutters something about “no fun in smashing a bunch of eggheads.”

Duke just shrugs.

“That settles it then, we have our target. Should be a few hours at least before reaching its last known location. I suggest that everyone get prepped and ready.”

With that, the meeting is over.

How would you like to spend your time before the raid?

> Drop in on Duke in the radio room. He’s been nice enough and might give you some pointers on the whole piracy thing.

> Hang out with Hans in the engine room. The guy’s a bit quiet, but he manages to keep this entire boat floating all on his own, must take some talent.

> Check in on Clara in the armory. If you’re going to be on the boarding party with her, the least you can do is get familiar with each other.

> Do some practice shooting with the twin .50s.

> Other?
>>
>>4925501
>Drop in on Duke in the radio room. He’s been nice enough and might give you some pointers on the whole piracy thing.
>>
>>4925501
>Drop in on Duke in the radio room. He’s been nice enough and might give you some pointers on the whole piracy thing.
>>
>>4925501
> Drop in on Duke in the radio room. He’s been nice enough and might give you some pointers on the whole piracy thing.
>>
>>4925510
>>4925525
>>4925568

Writing.
>>
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After the others make their exit, you follow Duke to the radio room.

Upon noticing your presence, he gestures for you to enter.

“What can I do for ya, Aurelio? Gotten lost already, have ya?” He says jokingly.

“I just wanted to get a few pointers on the whole armed robbery at sea thing.”

Duke’s smile fades a bit, but quickly perks back up.

“Glad to see that you’re taking this seriously. I’ve seen too many folks get cocky and let their pride do the thinking for them.

I’ve always been more of a hands-on kinda guy, so come take a look at this. Consider it a training exercise.”

Duke rummages through a pile of maps, before producing one and placing it on the table.

“This is the location of the vessel we’re going to be hitting, the Brunswick. As the name would suggest, it’s registered out of Canada. Funny thing is, I couldn’t find a public registry of the company owning it. Probably just lost in some bureaucrat’s file cabinet or something.

Anyways,” he says, tracing a line across the map with his finger from Madripoor to the coast of Malaysia.

“I have it on good authority that the Brunswick has been sniffing around looking for something, but your guess is as good as mine. I wouldn’t be worried though; if that ends up being a bust, we could just hijack it and ransom off some hostages. Either way, not a total loss.

I’m getting sidetracked, what I wanted to ask was; theoretically, how do you think we should make our approach?

You think it would be best if we…

> Kept distance until nightfall, snuck up on them, and boarded them in the dead of night.

> Just put a few shots over the bow to cow them into stopping. It’s a research vessel, not a merchant marine.

> Pretend that we’re some flavor of naval police and trick them into letting us get in close.

> Other?

In addition, any general questions for Duke about piracy, Madripoor, etc?

> ? (No limit)
>>
>>4925947
> Kept distance until nightfall, snuck up on them, and boarded them in the dead of night.
>>
>>4925947
> Kept distance until nightfall, snuck up on them, and boarded them in the dead of night.
>>
>>4925947
>Canada
Oh god. Fuck. Wolverine's going to attack in the middle of this.
> Pretend that we’re some flavor of naval police and trick them into letting us get in close.

These guys sound like they have something to hide with the unknown company name, but they also went and made an alabi. That tells me they're sitting ducks if a "coast guard" comes because they think can bluff with their credentials.
Plus if we were stealthy enough to board at ight we wouldn't have been robbed in the first place.

>Got any tips for me not getting all of my money stolen the second we're in port?
>>
>>4925947
> Kept distance until nightfall, snuck up on them, and boarded them in the dead of night.
>>
>>4925961
>>4926019
>>4926026

Roll me some d100s to see how well you present your case, DC: 40

(Rolls will typically be based off number of successes. For example, 0 is a fail, 1 is a partial success, 2 is a regular success, and 3 is an excellent success.
>>
Rolled 5 (1d100)

>>4926037
>>
Rolled 20 (1d100)

>>4926037
>>
>>4926043
>>4926062

It's been long enough, go ahead and give me another d100.
>>
Rolled 31 (1d100)

>>4926145
>>
Rolled 1 (1d2)

>>4926043
>>4926062
>>4926158

Fail, writing. Rolling a d2 to determine which plan he decides to go with.

1 = Shots over the bow.
2 = Trick em into letting you close.
>>
You lay out a meticulously detailed plan of attack; we would surreptitiously track the ship until nightfall, silently make our way over, board it, and take them in their sleep.

Duke nods, thinks to himself for a moment, and proceeds to politely but firmly tear hole after hole in your finely crafted master plan.

He lists the various issues with said plan in no particular order.

“There’s a good chance that they’ll notice us shadowing them and attempt to flee.

Tracking the research vessel in the dead of night by navigating blind would be extremely challenging and could potentially end with a collision into the shoreline or other hazards.

You have no stealth training whatsoever, and Clara is on a perpetual hair-trigger. If you didn’t blow it, she certainly would.

Lastly, depending on how far the research vessel travels while being tracked, we could end up outside our operating range and not have enough gas to make it back.”

You feel a bit mortified that your plan had so many visible holes, but Duke is quick to assuage it.

“Don’t worry about it. The point of this was to show you that you’ve got plenty to learn. It wasn’t even that bad of a plan honestly, I’ve seen some real stupid shit in my time that it doesn’t hold a candle to.”

While you’re there, you dryly ask if he knows any surefire ways to avoid getting mugged the second you become re-acquainted with the land.

It gets a chuckle out of him, as well as a surprisingly nuanced answer.

“Carrying a weapon of some kind is always a safe bet, but the real protection comes from building up a reputation. Once you hit a couple scores and your name gets a bit of notoriety, street trash generally knows to stay in their lane and leave you alone. Course, that’s generally not a problem in Hightown, but that carries its own brand of dangers.”

That’s putting it lightly. After losing most of your possessions, you ended up accidentally wandering into Hightown thinking it would be safer than the slums. The local cops quickly disabused you of this notion and kicked seven shades of shit out of you. Turns out, Madripoor is basically divided into 2 sections; Hightown and Lowtown. Hightown is for the tourists and the people with fame or money, Lowtown is for everyone else.
>>
>>4926193

“I’m glad you asked me that, because it lines up well with the plan I’ve been cooking up. It’s important to remember that clever ideas and strategy is all well and good, but at the end of the day it all comes down to hitting hard, fast, and as precisely as possible. Whether it be some two-bit thug, a battleship, or an army; so long as you can get in under their guard and either bully them into submission or deal them a deathblow you’ll be the one going home at the end of the day. Don’t go off half-cocked or nothing, but don’t be afraid to keep it simple. Go get some rest, you’re gonna need it.”

You settle into your bunk and settle into a dreamless sleep, clenched with nerves about the upcoming raid. There’s a fair chance you may be required to hurt people; people who haven’t done a thing other than be in the wrong place at the wrong time.

https://www.youtube.com/watch?v=fTKgmB4S5zU&t=0s

What are your thoughts on the subject?

> It’s unfortunate, but necessary. If they give up without a fight, they’ve got nothing to worry about. It only gets complicated if they make it complicated.

> It’s not worth thinking about. You need to keep yourself centered on what matters most; staying alive.

> They knew the risks when they signed up for the job. Nobody else is going to bother pulling their punches, why should you?

> Other?
>>
Last post of the night, I'll endeavor to have more in the afternoon.
>>
>>4926195
>They knew the risks when they signed up for the job. Nobody else is going to bother pulling their punches, why should you?
>>
>>4926195
> They knew the risks when they signed up for the job. Nobody else is going to bother pulling their punches, why should you?
>>
>>4926195
> It’s unfortunate, but necessary. If they give up without a fight, they’ve got nothing to worry about. It only gets complicated if they make it complicated.
>>
>>4926195

> It’s unfortunate, but necessary. If they give up without a fight, they’ve got nothing to worry about. It only gets complicated if they make it complicated.
>>
>>4926228
>>4926255

>>4926312
>>4926709

Vote closes in an hour, I'll roll a d2 to break the tie if necessary.
>>
Rolled 1 (1d2)

>>4926766
1 = They knew the risks.
2 = Unfortunate but necessary.
>>
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>>4926811

As you drift off, you come to a simple but inevitable conclusion. If your positions were reversed, would they be treating you with the kid gloves? Almost certainly not. You knew the risks when you signed up for your job, not your fault if they weren’t ready for theirs. Death is an occupational hazard in Madripoor, and you’re not gonna waste time shedding tears over it. From what you’ve seen and heard, it’s just the way things go around here.

A few hours later, you are awoken by Duke over the ships internal comms system.

“Wakey, wakey, it’s go time. We’ll be on them in about 20 minutes, head to the armory and gear up.”

Clara is there, performing a last-minute check on both her equipment and yours. She’s got an AK74 slung over her shoulder.

She slides an old bolt-action hunting rifle your way as well as a few stripper clips of ammo. Despite its obvious age, it’s been very well-maintained.

“Know how to handle one of these?”

You nod, you’ve had a bit of experience shooting vermin and bottles and the like, but nothing with the potential to shoot back.

“Here’s what’s about to happen. I’m going to get on the 50cal and put a few rounds over their heads to put the fear of God in em.

Once we get in close, I’m going to tie the ships together so we don’t drift off. You’re gonna stand there looking pretty and make sure nobody has any funny ideas while I’m distracted.

Got it? Good. Once that’s handled, Duke’ll play defense and make sure nobody tries to counter-board us while you and I are off pillaging.”

You both head topside and take position.

Sure enough, a few minutes later you spot the Brunswick and Clara open up with the 50cal once within range.

They initially try to pull away, but a few more short bursts that get closer and closer to connecting gets them to kill their engines and wait to be boarded.

As you pull-up to the rear of the Brunswick, Clara gets out some naval rope and begins binding the two ships together.

Suddenly, you spot a man wearing some kind of security uniform creep around the corner and quietly head in your direction.

He’s armed with a nasty looking SMG, and it looks like you caught him trying to sneak up on you.

How would like to handle this?

> Take the shot yourself. It’ll be tricky, but you could do it. (Will require a roll)

> Alert Clara and have her hose him down with the 50cal. It’s not precise though, and may end up causing collateral damage to both ship, crew, and cargo.

> Try to intimidate him into backing down.

> Other?
>>
>>4926818

Forgot to include that intimidating him will also require a roll.
>>
>>4926818
> Take the shot yourself. It’ll be tricky, but you could do it. (Will require a roll)
>>
>>4926818
>Take the shot yourself. It’ll be tricky, but you could do it. (Will require a roll)
I feel lucky tonight.
>>
>>4926818
> Take the shot yourself. It’ll be tricky, but you could do it. (Will require a roll)
After that fucking AWFUL luck earlier we deserve a freeby, come on dice gods
>>
>>4926841
>>4926842
>>4926862

Roll me some d100s, DC: 55
>>
Rolled 98 (1d100)

>>4926864
NAT ONE BABY LET'S GO
>>
Rolled 8 (1d100)

>>4926864
rollan
>>4926865
You have failed, but I won't!
>>
>>4926882
We rolling low?
>>
>>4926886
Nah, it's roll over. They just joking about trying to get a critfail.
>>
>>4926865
>>4926882
>>4926886

It's been about an hour, so go ahead and roll one more time to finish it off.
>>
Rolled 12 (1d100)

>>4926924
>>
>>4926924
>>
>>4926865
>>4926882
>>4926936

Minor success, writing.

>>4926937

dice+1d100 in the options field for next time.
>>
>>4926939

You take a deep breath, steady your aim, and gently squeeze the trigger once you’ve got the sights lined up on center mass.

Had you been on land, you would’ve nailed him solidly in the chest.

Unfortunately, marksmanship at sea adds additional variables you aren’t entirely prepared for; such as the swaying of the waves.

Instead, you shot solidly connects with his shoulder, sending him crashing to the deck.

Judging from the noises he’s making, it wasn’t fatal but he’s not having a good day.

Clara’s head snaps up at the sound of your gunshot, but relaxes when she realizes that you were the one to fire.

“You get him?”

“Only in the shoulder.”

“Better go deal with him then.”

Shortly thereafter, Clara finishes securing the ships together, and Duke takes her spot on the 50cal.

You check where the guard fell, but judging from the blood trail he managed to get to his feet and duck into the lower floors.

“Alright, now comes the fun part. Now that we know they’ve got security, we’ll have to lock the place down bit by bit. Don’t want somebody shooting us in the back while we’re busy looting, after all.”

Your first move is to….

(If you only pick one option, both you and Clara will do it. You can choose to split up, but put which specific areas that’ll be checked.)

> Sweep and secure the bridge.

> Head belowdecks and search the crew cabins.

> Make a beeline for the laboratory.

> Other?
>>
>>4926959
>>Sweep and secure the bridge.
>>
>>4926959
>> Sweep and secure the bridge.
>>
>>4926959
I don't suppose we can just strap something that looks like a bomb to the hull and threaten to sink the ship if the security tries anything dumb by chance?
>>
>>4926959

> Sweep and secure the bridge.
>>
>>4927111
>>4927285
>>4927518

Roll me some d100s, DC: 30

>>4927460

You could radio Hans and have him throw something together. I'll make it an option in the next few choices.
>>
Rolled 6 (1d100)

>>4927589
>>
Rolled 81 (1d100)

>>4927589
>>
>>4927460
We could also threaten to shoot the crew if he shoots at us.
>>
Rolled 60 (1d100)

>>4927589
>>
>>4927665
>>4927667
>>4927772

“Guess we ought to start with the bridge.” You offer, tentatively.

“Agreed. I’ll take point.”

The pair of you make your way up a few sets of stairs to the bridge, where you can hear muffled arguing inside.

From what you can make out, it appears that they’re arguing about whether or not to activate some kind of distress signal.

Something tells you it’d be best if you got in there and made the choice for them.

Clara counts backwards from 3, and on the go signal she kicks the door open, and the pair of you storm inside.

You manage to catch the half-dozen bridge crew inside by surprise, but one of them attempts to go for a holdout weapon.

Unfortunately for him, Clara saw that coming from a while away and savagely clubs him a couple times with the butt of her rifle.

Once Humpty Dumpty hits the deck, the rest of the king’s men get the memo and comply with your shouted demands to get on their knees and face the wall.

Clara’s packing some zip ties, and proceeds to secure the prisoners by binding their hands and feet. It’s a bit undignified, but can’t have them wandering around after you leave.

Bridge is secured, so far so good.

Next up is to…

(Remember that you can delegate tasks to Clara if you’re so inclined)

> Head to the lower decks now that you’ve got a bit of breathing room.

> Get to the laboratory, you’ve got looting to do.

> Radio Hans, have him whip up a fake explosive charge, stick it to the Brunswick’s hull, and bluff over the announcements that you’ll blow them to kingdom come.

> Search for a crew manifest, ship registration, captain’s log, anything that might give you some idea who these people are and what they’re doing out here.

> Broadcast a ship-wide announcement that everyone is to surrender immediately or you start executing hostages. (Do you intend to follow through on this threat, Yes or No?)

> Other?
>>
>>4928007
>> Search for a crew manifest, ship registration, captain’s log, anything that might give you some idea who these people are and what they’re doing out here.
>>
>>4928007
> Search for a crew manifest, ship registration, captain’s log, anything that might give you some idea who these people are and what they’re doing out here.
>>
>>4928007
>Search for a crew manifest, ship registration, captain’s log, anything that might give you some idea who these people are and what they’re doing out here.
>>
>>4928007
> Search for a crew manifest, ship registration, captain’s log, anything that might give you some idea who these people are and what they’re doing out here.
>>
>>4928111
>>4928301
>>4928416
>>4928585

Roll me some d100s, DC: 45
>>
>>4928608
>>
Rolled 3 (1d100)

>>4928608
>>
Rolled 19 (1d100)

>>4928608
JOBBING:ON
>>
Rolled 55 (1d100)

>>4928608
Goddamn you guys have dice even more cursed than mine
>>
>>4928634
>>4928650
>>4928655

Writing.
>>
It takes a bit of cajoling, but you manage to convince Clara that having some idea of who you’re robbing and what you’re stealing may come in handy.

The pair of you proceed to sift through the various scattered documentation throughout the bridge.

No crew manifest, looks like somebody was smart enough to shred it when they realized they were getting boarded, along with the logbooks.

However, they didn’t bother to shred the ship’s registration details.

According to these records, the Brunswick is registered to a Pacific Vista Laboratories, with their port of call being Vancouver.

They’ve been at sea for a couple months by the look of their launch date, hopefully they found something worth all this trouble.

“You ever heard of these guys?” You ask.

“I look like a scientist to you? Enough of this, we’ve got shit to do.”

With that, Clara smashes everything remotely electrical, fragile, or important looking on the bridge.

“There, now nobody can call for help or get this tub moving again. Takes a load off my mind.”

A squawking noise from Clara’s belt startles you, but it just turns out to be her radio.

She answers it, listens for a minute, and curses.

“Duke says we might have something headed our way. He thought he saw a blip on the radar for a second before it vanished. Could be nothing, could be somebody looking to get the drop on us. Either way, I’d prefer be finished sooner rather than later.”

With that in mind, your next move is to…

> Clear out the crew decks. It could come back to bite you if you leave them unsecured.

> Get these hostages back to your ship, might be able to ransom them off later.

> Hit the labs, grab whatever looks important, and get out of here.

> Other?
>>
>>4928700
This is a toughie. The security man probably went to the most important/valuable thing OR an onboard superhero, but the lab is the safe bet for something valuable to yoink.

>Let's clear out the crew decks, that rentacop is either gonna shoot us in the back if we hit that lab or ran to the most important thing to guard
If we're really lucky they kept the notes/computers/flash drives in their cabins and we can random off the data. They've been out at sea for months. That means we set them back almost as long unless they pay us.
>>
>>4928700
> Clear out the crew decks. It could come back to bite you if you leave them unsecured.
>>
>>4928700
> Clear out the crew decks. It could come back to bite you if you leave them unsecured.
>>
>>4928719
>>4928764
>>4928777

Alright, roll me 2d100s.

DC: 35 for the clearing.

DC: 50 for the looting.
>>
Rolled 3, 72 = 75 (2d100)

>>4928784
>>
Rolled 94, 15 = 109 (2d100)

>>4928784
>>
>>4928788
>>4928793

It's been about an hour, go ahead and give me another 2d100.
>>
Rolled 15, 35 = 50 (2d100)

>>4928838
>>
Rolled 10 (1d10)

>>4928788
>>4928793
>>4928848

Minor successes on both, writing.
>>
You voice your opinion to Clara about the importance of clearing the path to the lab, rather than just trying to storm it blindly for a smash-and-grab.

She agrees in her own way, and the boarding party quickly and carefully enters the bowels of the ship.

This caution ends up serving you well.

The security guard you crossed paths with earlier has not been idle in your absence.

He’s done an admirable job setting up a makeshift barricade, rallying a couple other guards, and reading themselves for your assault.

You acquit yourself well in the ensuing firefight, scoring your first kill. Clara does a majority of the legwork, killing the remaining three while you keep them suppressed. The guards are by no means pushovers, but Clara has a lot of experience doing this.

Overall, the firefight took longer than you would’ve liked, but both you and Clara escape with nothing worse than a graze or two.

By sheer coincidence, the guard you killed was the one you had wounded originally. A brief check of his ID marks him as private security for Pacific Vista Laboratories.

Curious. They own the ship, the security, and the scientists. That’s a fair bit of compartmentalization.

Those rent-a-cops offered stiffer resistance than you would’ve thought, why would they go to the trouble of fighting to the bitter end?

Questions for another time.

Turns out the scientists had been hiding in their cabins, terrified. Probably got ordered to keep their heads down.

In the end, you deliver 8 scientists to Clara and her tender mercies.

Even better, one of the aforementioned nerds had been trying to backup and save his research onto a USB, giving you the opportunity to get a sneak peek.

Most of what you find is heavily encrypted, but you find a few files with looser permissions.

Looks like the Brunswick has been searching for some kind of old Ming Dynasty treasure ship that capsized on its trip back to Nanjing.

The files are a bit spotty about what they’ve been able to recover, apparently the majority of the cargo was unable to withstand the dual pressures of time and constant exposure to saltwater.

You shrug, copy everything over to the USB, delete the original files, and rip out the hard drive.

Maybe you’ll be able to auction this info off.

Anyhow, your next move is to…

(As always, the option to split up is available)

> Keep your eyes on the prize and head to the lab.

> Gather the hostages and get back to the boat. Something don’t smell right about this.

> Conduct an impromptu interrogation, one of these eggheads is bound to know something. (Include what kind of questions you’d like to “ask”)

> Other?
>>
>>4928903
> Keep your eyes on the prize and head to the lab.
> Conduct an impromptu interrogation, one of these eggheads is bound to know something. (Include what kind of questions you’d like to “ask”)
How do we open the door?
What's behind it?
Are there any traps?
If anything bad happens your going to be the first to die, understand?
>>
>>4928903
> Gather the hostages and get back to the boat. Something don’t smell right about this.
>>
>>4929110
+1
>>
>>4929110
>>4929199

Roll me some d100s, DC: 25
>>
Rolled 76 (1d100)

>>4929397
>>
Rolled 99 (1d100)

>>4929397
might be going a bit too low with those DCs QM, the first few rolls were just pure bad luck, any DC below 70 is a cakewalk
>>
>>4929421
Fair point, but I figured that this particular action would basically be a gimme considering that you're threatening a pack of nerds with imminent death.

I'll work on it though.
>>
Rolled 13 (1d100)

>>4929397
>>
>>4929409
>>4929421
>>4929446

Regular success, writing.
>>
>>4929468

After rounding up the various scientists, you form a nice little speaking circle and start demanding answers.

After a couple of the scientists unconsciously turn and glance at the one you found trying to secure the research, you turn the brunt of your questioning onto him.

Clara holds him at gunpoint, just in case he gets any funny ideas.

You’ll start with a simple question to break the ice.

“How do we get into the lab?”

“Through the door, obviously. The key is in my pocket.”

You carefully reach into said pocket and produce a small keyring. So far, so good. Smartass.

“Are there any traps inside the lab?”

“No, nothing of the sort.” He gives you a confused look.

“What kind of question was that?”

Clara slaps him upside the head and tells him to keep the color commentary to himself.

“What have you managed to pull from that wrecked treasure ship?”

“How do you know about that?”

Clara smacks him again, this time with the butt of her rifle.

“Next one’s gonna hurt a lot more, answer the question.” She says, coldly.

“Alright, alright. We’ve mostly pulled out a few trinkets, there wasn’t much there that survived after 500-odd years underwater. Personally, I’ve held the opinion that we’ve just been spinning our wheels out here, but that’s besides the point.”

He’s not telling you everything, time to give him one last push and see if you can make him crack.

“Lastly, you do know that if anything bad happens while I’m that lab, you’re going to be the first one to bite the bullet, right? Got anything else you want to mention?”

His already pale pallor becomes ashen, and you can practically feel his internal struggle. Inevitably, he spills the beans.

“The artifacts we pulled from the wreck are unlike anything I’ve ever seen. They give off some kind of bizarre energy.”

“What, like radiation?!” You exclaim.

“No, nothing like that. It’s hard to put into words but I’ll do my best. Basically, they give off some form of energy that we can detect, but our sensors can’t make heads or tails of. We know it’s there, but nothing about what it does or how it behaves. That’s all I can disclose.”

(CONT)
>>
>>4929531

After double-checking that all 8 scientists have been restrained, you and Clara double-time it to the lab. The path there is clear, looks like the ship security forces made their last stand in the crew cabins.

The keys that you extorted open the lab door as promised.

Before you head inside, Clara faces you and matter-of-factly states “Since you’re the rookie here, you get to touch the weird science shit. I’m gonna wait outside just in case. Have fun.”

The door closes behind you and the sterile environment of the laboratory seems to close in.

Calm down, you tell yourself. It’s nothing but nerves.

In the center of the lab, surrounded by numerous robotic implements and workstation terminals are a series of items placed within glass containers.

At first, second, and third glance, there is nothing special about them.

A bell, a bowl, a small statue, a coin, and an amulet. That’s all that they’ve got.

If you were faced with these same objects at a night market, you’d assume they were junk made to fool ignorant tourists. As it stands though, they might just be your ticket out of poverty.

You decide to start by picking up…

> A burnished brass bell.

> A small yellow bowl.

> A silver statue.

> A grey coin.

> A polished Jade amulet.
>>
>>4929535
> A grey coin.
>>
>>4929535
fellow anons, any theories at what these would give us?
>>
>>4929535
> A burnished brass bell.
>>
Vote'll be open for a while, since this decision is important.
>>
>>4929535
> A grey coin.
maybe luck? that's always usefull
>>
>>4929666
I was thinking it might be magnetism or something but honestly the items are so vague it could be anything
>>
>>4929669
also "the humblest item is the most powerfull" may be something
it's straight up the eazyest to hide too
>>
>>4929535
> A small yellow bowl.
>>
>>4929535
Gonna be practical and not meta here.
>jade necklace
I figure that if we can’t solve wtf the item we pick does the jade will increase the price the most.
>>
As of now, the votes are

2 for coin
1 for bowl
1 for bell
1 for necklace

I'll close it in 1 hour, just in case of late voters.
>>
>>4929535
> A polished Jade amulet.
>>
Rolled 1 (1d2)

>>4929666
>>4929548
>>4929722
>>4930018

Since there's a tie, I'll roll a d2 to settle it.

1 = Coin
2 = Amulet

In the meantime, roll me some d100s, DC: 75
>>
Rolled 40 (1d100)

>>4930040
>>
Rolled 65 (1d100)

>>4930040
>>
>>4929535
> A silver statue.
>>
>>4929535
> A burnished brass bell.
Emotional control or telepathy?

> A small yellow bowl.
Energy projective powers?

> A silver statue.
Silver Surfer?

> A grey coin.
Luck or odds ratio changed or improved?

> A polished Jade amulet.
Telekinetic shield?
>>
Still need one more roll.
>>
Rolled 24 (1d100)

>>4930214
ill just roll again
>>
Rolled 49 (1d100)

>>4930040
>>
brass bell ftw
>>
Rolled 1 (1d6)

>>4930075
>>4930081
>>4930303

Failure, rolling to see what the dice gods have in store. I managed to fat-finger the wrong power-list earlier, apologies.

1: Hydrokinesis
2: Longshot
3: Cyrokinesis
4: Weather Manipulation
5: Healing Factor
6: Probability Manipulation
>>
>>4930379
i would have preferred probability manipulation but hydrokiesis is REALLY good depending if we can manipulate the water's pressure
>>
>>4930415
It is also incredibly ironic. Last post of the night coming up soon. Also doubles as the last one till Monday, got IRL stuff on the weekend.
>>
File: coin.jpg (257 KB, 1500x739)
257 KB
257 KB JPG
You shrug to yourself a little, and decide to pick up the grey coin first. No particular reason, it just looks kinda cool.

Thankfully, the keyring you swiped also has the key to the container. Sure, you could’ve just smashed it open, but it’s better to be safe than sorry.

You carefully reach forward and grab the coin, studying it for anything unnatural. You’re not much of an expert on ancient coins, but even so this one seems pretty run-of-the-mill.

At least, that’s what you think until a massive bolt of pain rips through you, sending you to your knees.

The agony overwhelms you, and you instinctively close your eyes. You must be hallucinating or something, because you could swear you saw some kind of turtle while writhing in pain.

As suddenly as it came, the pain disappears.

When you open your eyes, the other 4 artifacts have disappeared, vanished from their containers.

After staggering back to your feet, you spot a cooler located in the corner.

A drink sure would be nice about now.

Unfortunately, it’s only got water, but excruciating pain has a way of making people less choosy.

Almost absent-mindedly, you open one to take the edge of your thirst.

You get maybe halfway through the bottle before your fingers, slick with moisture, fumble it and send the contents spilling everywhere.

At least, it would’ve if the errant water hadn’t suddenly formed a small hovering sphere before the bottle had even finished hitting the ground.

With a little experimentation, you can get it to move too and fro a little.

At least, until it suddenly rockets away and slams into the wall with enough force to leave a nasty looking dent.

That’s new.

> You’ve gained the power of Hydrokinesis! Unfortunately, it seems that you don’t have full control when you use it. Actions could be much weaker or much stronger than you intended.

Suddenly, you almost lose your footing when the boat abruptly lurches.

Fuck, that better not be your fault.

(CONT.)
>>
File: an_issue.jpg (41 KB, 463x640)
41 KB
41 KB JPG
>>4930433

Thankfully, Clara doesn’t notice your internal panic or the damage you caused when she barges in.

The question on the tip of your tongue evaporates at the look of terror on her face.

“Duke just radioed and gave me the news. That rumbling just now? He just cut us loose. That blip he mentioned was some kind of attack chopper. He took a few potshots at it, but it managed to drop something big and mean onto the ship. Duke swears he nailed whatever it was a couple times with the .50, but it just shrugged it off.

He promised that he’d be back once he managed to shake the helicopter off him, but until then we’re stuck here with whatever that thing is.”

https://www.youtube.com/watch?v=-zvQoPyY2XE

You hear a bloodcurdling scream that sounds like it came from the crew deck. Followed by several others. Then silence, punctuated with a series of loud, heavy, footsteps.

Heavy enough that the ship seems to almost be groaning under its weight. And it’s heading your way.

Both you and Clara are almost frozen in fear as a walking mountain of a man turns the corner and eyes you both appraisingly.

“Do me a favor and struggle a bit, would ya? It’s not so much fun otherwise. Just kidding, it’s always fun.”

On second thought, maybe living on the street wasn’t so bad after all.
>>
As previously mentioned, that'll be all until Monday. In the meantime, let me know if you've got any questions, concerns, criticism, etc.

Have a good one.
>>
>>4930439
Read through the whole thing in one go, good work so far QM! I'm curious how the combat system will evolve.
>>
>>4930436
I recognize this guy from my fleer ultra X-men cards. Coo. Don't remember much else about him except That fuckhuge needle coming out of his finger and I HATE needles.

>>4930439
I like it so far. I hope no power creep gets involved since im worried about it changing the aesthetic.
I can see the hydrokinesis annoying us (in character) since we might get mistaken for the asshole that flooded the island.
>>
>>4930439
Just caught up. Keen for the next session.
>>
>>4930436
(Managed to get out a little early, feel free to stack votes overnight)

The mountainous figure lets out of a snort, equally mixed with amusement and contempt.

“Boy, you amateurs fucked up with a capital F on this one. Here’s a free pointer kiddos; research your targets. Otherwise, who knows what might happen?”

This ominous statement is punctuated by the blood dripping from his metallic fists.

Clara’s still busy getting herself together, looks like the opening move goes to you.

You decide to…

> Try and put a round someplace important.

> Lead him on a chase around the lower decks, he doesn’t seem to be built for agility.

> Get him talking. If you can get him to monologue, you’ll buy yourself a little time to think and maybe shed some light on who the fuck this guy is.

> Flee to the upper deck, maybe you can find something useful.

> Other?
>>
>>4933031
> Try and put a round someplace import
>>
>>4933031
>Get him talking. If you can get him to monologue, you’ll buy yourself a little time to think and maybe shed some light on who the fuck this guy is.
This guy (allegedly) soaked a 50 cal, so I doubt our bullets will work.
>>
>>4933031
>> Get him talking. If you can get him to monologue, you’ll buy yourself a little time to think and maybe shed some light on who the fuck this guy is.

Ultimate goal should be to lead him upstairs and try to use our hydrokinesis to wash him into the ocean.
>>
>>4933031
> Get him talking. If you can get him to monologue, you’ll buy yourself a little time to think and maybe shed some light on who the fuck this guy is.
>>
>>4933031
> Get him talking. If you can get him to monologue, you’ll buy yourself a little time to think and maybe shed some light on who the fuck this guy is.
>>
>>4933162
>>4933226
>>4933361
>>4933377

Alright, roll me some d100s. DC: 60
>>
Rolled 54 (1d100)

>>4933516
>>
Rolled 8 (1d100)

>>4933516
>>
Rolled 13 (1d100)

>>4933516
DICE:ON
JOBBING:ON
>>
>>4933528
>>4933548
>>4933590

Failure, give me some more d100s to avoid his retaliatory strike. DC: 45
>>
Rolled 26 (1d100)

>>4933604
We're not even 200 posts in and we've failed at nearly every opportunity
Our poor MC is a little cursed
>>
Rolled 76 (1d100)

>>4933604
>>
>>4933607
>>4933625

Go ahead and roll again if you'd like.
>>
Rolled 78 (1d100)

>>4933604
>>
>>4933607
>>4933625
>>4933685

Success, writing.
>>
For a brief, delirious second, you imagine scoring a lucky headshot and ending this issue before it even truly begins.

But then reality steps in.

Whoever this guy is, he supposedly managed to tank a goddamned 50 cal, how is your turn-of-the-century peashooter gonna do the job?

You’ve got some kind of control over water, and you’re in the middle of the ocean.

That may just be the edge you need.

For now though, you need to play to his ego, get him talking while you can hammer out something more concrete. Hopefully he might even give out some detail as to who he is, or who sent him.

Steeling your nerves, you face your brick shithouse of an opponent and channel as much confidence into your voice as possible.

“Before we get down to business, who are you anyways? Haven’t seen a guy like you before.”

Perfect, people love to talk about themselves, now you just need t-

“That’s for you to wonder about while I strangle you with your intestines.”

Or not. Guess he’s more interested in evisceration than conversation.

With a speed belying his size he closes the gap between you and throws a series of combination punches, almost lazily.

Thanks to the way he’s telegraphing them, you manage to dodge them all. It gets a little close at points, but you emerge unscathed.

“Not bad. Not good either, but not bad.” He says, pretending to stroke his chin.

You get the feeling that the only reason this hasn’t gone much worse for you is because he’s playing with his food a bit.

Might as well use it your advantage.

To her credit, Clara snaps out of it and proceeds to open fire on your still-to-be-named opposition.

Sure enough, the bullets bounce off like nothing, but it distracts him just long enough for you to get out of his immediate grasp, alert Clara, and make a run for the deck.

Despite the futility of it, she still takes a few potshots at him as he slowly begins to close the gap.

Thankfully, you get to the deck before he manages to corner you again.

He’s still on your trail though; the mocking in his voice makes that clear.

“What’s the matter, I thought we were having fun! Don’t worry, I’ll be with you in a minute, boy.”

“We are so fucked. Did you see that? My bullets literally bounced off him, what the fuck is he made of?” Clara spits.

“Calm down, I’ve got an idea.”

She gives you a searching look for a moment, before snorting and looking away.

“Better be a goddamn hail-mary.”

About 20 seconds later, the heavy steel door to the deck is ripped off its hinges and thrown like an oversized frisbee into the sea.

Out steps your pursuer.

“So, why’d you bring us up here, boy? Wanted to have one last look at the sky before I gut you like a trout?”

Smug prick.

You decide to wipe that look of his face by…

> Trying to generate a wave powerful to rock the boat and toss his ass overboard.

> Trying to form a sphere of water around his head and drowning him.

> Trying to form tendrils of water capable of strangling him.

> Other?
>>
>>4933757
>> Other?
try to make a extremely high-pressure jet of water pierce his heart
>>
>>4933766
supporting this if that's okay with you QM
>>
>>4933757
> Other?
Bloodbending, control the water in his body! Paralyze him and toss him overboard.
>>
>>4933842
I doubt we can do that otherwise we'd be fucking broken and could effecitvely instant kill anyone in our immediate range
>>
>>4933846
Our imagination is our only limit, I expect we would try and fail due to being to weak, but we can try anyways.

Otherwise we just knock him into the water, and pull him away with a current.
>>
>>4933766
This, but with a broad stream to knock him overboard. If bullets can't pierce him I doubt fucking water can.
>>
>>4933854
So like a big wave? More surface area to hit and more force to push him off.
>>
>>4933860
Yeah like that. I don't want the wave to rock the boat, that's retarded as it might throw us all overboard or even make the whole vessel capsize, but just a strong jet on the guy like from a firefighters hose or these things they use against pesky protesters.
>>
>>4933766
>>4933769
>>4933860
>>4933863

The general consensus I'm getting is blasting him with a broad, high pressure stream of water. That work for everyone?

>>4933842
You can't bloodbend or anything, but I'll add it as a little flavor event. To pull the curtain back a little, the limits of your power will be demonstrated later.
>>
>>4933869
Meant to try and see what the limits are, maybe if we try hard enough we can mess with blood pressure and make people pass out.
>>
>>4933869
agree with this plan
>>4933879
maybe a life and death battle with a superior opponent is not the best time to play around. Can do that later at home.
>>
Alright, I think we're on the same page here, so go ahead and roll me some d100s, DC: 65
>>
Rolled 8 (1d100)

>>4933909
>>
Rolled 87 (1d100)

>>4933909
>>
Rolled 33 (1d100)

>>4933909
Wooo boy I hope I don't roll a 1
>>
>>4933911
>>4933921
>>4933927
we're in the clear, lads
>>
>>4933911
>>4933921
>>4933927

Minor success, writing.
>>
>>4933936

https://www.youtube.com/watch?v=GRNSPqnAXPI

Pride goeth before the fall.

You may not fully understand the power and limits of your new ability, but necessity is the mother of invention.

Just out of curiosity, you try to manipulate the blood within your opponent’s body. No reaction, which is a shame. Would make this a lot simpler to resolve.

“Are we just having some kind of staredown? Give me your best shot already, boy!”

Man, fuck this guy. Time to demonstrate the true meaning of the phrase “man overboard.”

A wave of water abruptly springs from the surrounding sea and slams into his chest, before hosing him with a broad stream of pressurized water. You were hoping it’d punch through him, but he’s made of sterner stuff than that.

You grit your teeth and re-double your efforts; moving the water isn’t too difficult but messing with the pressure turns out to be fairly draining.

He tries to dig in his heels, but you caught him off-balance and by surprise, forcing him to give ground.

Slowly but surely, you get closer and closer to pushing him off entirely.

Unfortunately, it looks like your foe still has a few tricks up his sleeve.

Each of his fingers have sprouted a nasty looking needle, which he jams into the side of the ship to avoid falling overboard entirely.

“You’re a fuckin mutie!” Clara mutters to herself, a mix of horror, and surprise.

You ignore it, it’s taking the bulk of your concentration to keep the stream steady.

It’s not easy moving this bastard; it’s like pushing a goddamn rock. Hopefully he’ll sink like one too.

He’s currently hanging from the side of the boat, how do you want to proceed?

> Keep pushing, you’re getting tired but he’s on the ropes.

> It’s time to find a lifeboat and bail while you’ve got some breathing room.

> Try to snare him with a tendril of water and yank him into the drink.

> Other?
>>
>>4934004
>> It’s time to find a lifeboat and bail while you’ve got some breathing room.

> Other? yell at clara "wasn't before i touched that fucking coin, else i woudn't have gone on the ship with the crew, i'm not THAT fucktarded but right now we have mr "i am bulletproof" to deal with so let's bail first and deal with my new water manipulation abilities once we are in the clear AKA at least 10 miles from the bastard"
>>
>>4934020
Supportan
>>
>>4934004
> Keep pushing, you’re getting tired but he’s on the ropes.
>yell at Clara to stop yapping and start shooting at his hands (shotgun point blank range)
>>
>>4934029
Support.

>>4934020
I think we should not say that in earshot of a enemy super, otherwise they might connect this with the artifacts and put more effort into chasing and retrieving us. Maybe tell her after we are all safe.
>>
>>4934004
I suppose I should have tried to disarm him with laughter via implying he was a fellow pirate we were going to step aside for.
>Don't you dare compare me to that asshole!
> Try to snare him with a tendril of water and yank him into the drink.
For the record, I am against making how we got powers public to a psychopath that's probably going to survive this, might be bugged, and is connected enough to send goddamn chopper backup within minutes of us hijacking the ship in order to kill everyone.
>Clara shoot him the fuck off the ship with your shotgun
Hopefully the flashbang from the shotgun distracts him enough to let us pull him off the ship
I'm not really sure how Wolverine can climb with his adamantium claws considering they're almost suernaturally sharp and should merely cut lines in whatever he's falling from. Same logic applies to this guy.
>>
I've got a couple errands to run, vote'll be open for another hour or two.
>>
Rolled 2 (1d2)

>>4934020
>>4934027
>>4934029

2 for leaving, 2 for pushing, 1 for snare, rolling a d2 to tiebreak.

1 = Leave
2 = Push
>>
>>4934202
Alright, roll me some d100s, DC: 55
>>
Rolled 79 (1d100)

>>4934205
Welp time to roll a one
>>
Rolled 22 (1d100)

>>4934205
>>
Rolled 23 (1d100)

>>4934205
>>
>>4934207
>>4934210
>>4934225

Minor success, writing.
>>
>>4934230

It’s gonna be close, but you can do this!

https://www.youtube.com/watch?v=_3vh-vwt29g

This prick bit off more than he chew, and by God are you gonna make him swallow it!

You manage to push through your fatigue and ready yourself for one last push; this HAS to be it.

Straining, you maintain the stream and pressure both, but at the cost of rapid exhaustion.

Clara could offer some support, but you aren't exactly polite about it.

Getting compared to the motherfucker who sunk your home isn’t doing your already strained patience any favors.

“Clara! Fucking shoot him or something!”

She dumps her mag into him, but most of it is little more than an annoyance that gives you more time to push.

When a few shots almost connect with his face, he uses one of his arms to shield it from further fire.

Looks like that spot isn’t armored as well. Either that, or some kind of instinctual reflex.

Regardless, it offers you the opening you need to dislodge him once and for all.

Once he’s in the ocean proper, disposal becomes child’s play.

He’s already ill-suited enough to swimming, the couple of tendrils binding his legs and dragging him into the depths are just the icing on the cake.

You hold him there for almost ten minutes. It only takes a minute to drown, but caution (unlike you) never killed anyone.

Once you’re certain he’s dead, you collapse and take a breather.

Meanwhile, Clara does a re-check of the perimeter. The science team got butchered to the last man, but the half-dozen members of the bridge crew are still in one piece. Guess he beelined for the lab and it was their poor fortune to be in the way.

She comes back with good news delivered via her radio.

“The helicopter’s pulled off, Duke is on his way!”

You feel for the grey coin in your pocket and wonder when the world decided to become such a madhouse.

“So, this happen a lot?” You weakly joke.

That gets a little grin out of Clara.

You'll explain the whole "suddenly manifesting powers" thing to her later once you've had time to collect your thoughts a bit more.

For now, you're busy...

> Trying to fish jumbo’s corpse out of the drink. You’re practically running on empty though.

> Resting. You’re bone-tired.

> Other?
>>
>>4934281
> Other?
Take photos of the dead scientists or get video of the massacre if there are any cameras onboard to blame the crop as leverage and to save our asses.
>>
>>4934281
How badly did we trash that bridge again? We could probably just take the whole ship back with us as a prize at this point. And sell the bodies back to the loved ones of the scientists if we wanna go that low instead of burying em at sea. (or if we feel bad we can email the location of some island we dump the graves on.)
We didn't reveal that we aren't a mutant to Cyber? if he gets revived. With luck we might be able to pin this whole thing on the mutant that flooded our island and use him or her as a diversion.
>>
>>4934327

Clara smashed up a lot of their equipment, but I'll rule it that Hans can jury-rig a temporary fix if the anons would like to go that route. Most of it was scientific and radio stuff. Add a tow-line and you can drag it back home.
>>
I'm crashing a bit early tonight, I'll close the vote when I get up tomorrow.
>>
>>4934327
>>4934281
I'll support stealing the ship if we're allowed too.
>>
>>4934281
> Resting. You’re bone-tired.
we don't want to steal this ship, people will come looking for it and there's a good chance it's bugged.
>>
>>4934281
>Resting. You’re bone-tired
>>
>>4934693
On second thought I'll change my vote to
>looking for plunder
we're pirates after all. Resting is second choice if plundering doesn't get enough support.
>>
>>4934698
YARR ME HEARTIES WE BE LOOKIN' FER BOOTY
supporting
>>
>>4934302
>>4934327
>>4934505
>>4934698
>>4934919

Alright, looks like we're performing our duty as a pirate / swiping the ship.

Roll me some d100s for looting, DC: 45
>>
Rolled 18 (1d100)

>>4935157
>>
Rolled 26 (1d100)

>>4935157
on it, boss
>>
Rolled 18 (1d100)

>>4935157
>>
>>4935215
>>4935219
>>4935222

Failure, writing.
>>
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>>4935226

Looting’s an old tradition, especially among pirates. It’d honestly be more rude not to pillage.

Unfortunately, you don’t find anything other than a handful of sentimental keepsakes.

Guess they were focused more on utility than luxury. That, or you’re tired and missing things you might otherwise spot.

About a half hour later, the PT boat cruises up alongside.

Duke waves, binds the ships together, and invites you onboard for an impromptu debrief.

You give Duke a quick run-down of the raid, leaving out the vanishing artifacts and unnatural powers parts.

When Duke asks about the guy capable of bouncing high caliber bullets with his skin, you make up some shit about a rogue wave knocking him overboard and drowning him.

Hey, it’s technically the truth!

Clara gives you a long look, before corroborating your story.

You still owe her an explanation, but it’s a good sign she hasn’t just gone and outed you.

Afterwards, Duke apologizes for leaving you without any backup. It makes sense, if he got blown out of the water, you’d have possibly been stranded out here.

Still stings a bit though.

Hans is dispatched to the Brunswick to keep an eye on its condition and attach a tow line, while the prisoners are loaded into the PT boat’s makeshift brig.

The tow line slows down the journey considerably, ratcheting your paranoia up a couple notches.

You keep watch for a few hours, but it seems like you’re well and in the clear.

Once you’re dismissed back to your bunk, your fatigue ensures that you drift off easily.

Your dreams are strange, plagued with visions of a turtle with some kind of snake wrapped around it.

It feels like it’s trying to communicate somehow, but you just don’t understand.

Hopefully, it's just stress or something.

The ship reaches Madripoor without any further incident.

After the considerable excitement of your first raid, you settle into a comfortable routine.

Most of the bread-and-butter work is stuff like transporting cargo, people, that sort of thing. Nothing that’ll make you rich, but it keeps the crew busy, the bills paid, and the guns loaded until something larger comes knocking.

Bereft of action, you keep yourself busy with the traditional activities of the ship cook; fixing meals, gambling, threatening people who touch the fridge without permission, and sleeping whenever viable.

In your off-time, you’ve also been…

(Today’ll be more a chill day, so pick 3. Your cut from the raid will be paid out in the next couple updates. Haven't forgotten, but I'd prefer to spread it out a little.)

> Spending time with Duke. He knows Madripoor's lay-of-the-land better than anybody else you know.

> Spending time with Clara. You owe her that explanation.

> Hanging out with Hans. He’s gruff, but starting to tone it down.

> Experimenting with your new powers. Having a baseline of your abilities is important.

> Doing some digging into Pacific Vista Laboratories. Something doesn’t add up about them.

> Other?
>>
>>4935282
> Experimenting with your new powers. Having a baseline of your abilities is important.
> Doing some digging into Pacific Vista Laboratories. Something doesn’t add up about them.
> Spending time with Duke. He knows Madripoor's lay-of-the-land better than anybody else you know.
>>
>>4935301
support
>>
>>4935282
> Spending time with Duke. He knows Madripoor's lay-of-the-land better than anybody else you know.
> Spending time with Clara. You owe her that explanation.
> Doing some digging into Pacific Vista Laboratories. Something doesn’t add up about them.
should deal with Clara sooner rather than later.
>>
>>4935301
>>4935364
>>4935426

Alright, looks like we're doing power testing, some digging, and speaking to Duke.

Roll me some d100s, DC: 70 to see what you can glean from your inquiry.

I'll get busy writing the other stuff.
>>
Rolled 21 (1d100)

>>4935471
Come on guys we gotta all roll under 50 just for shits and giggles
>>
Rolled 29 (1d100)

>>4935471
>>
Rolled 60 (1d100)

>>4935471
If this quest was roll under we'd be unstoppable
>>
>>4935475
>>4935482
>>4935544

(Failure, I'll save that update for later.)

In your spare time, you hang around Duke and soak up his stories about piracy and Madripoor.

He’s generally willing and able to field your multitude of questions about the local customs and quirks.

It’s not a load of hot air, neither. Just as he predicted, the street toughs that used to be the bane of your existence maintain a respectable distance as they trawl for an easier catch.

Duke opens up a little and mentions that he used to serve as a merchant marine before he turned pirate. Apparently, he’s also a big fan of pirate history, especially the Golden Age of Piracy.

One of the topics that inevitably comes up is your share from the raid on the Brunswick.

You had initially assumed that you’d get paid in cold hard cash, but the reality is quite the opposite.

Apparently, despite the existence of an official Madripoor dollar, no self-respecting cutthroat, mercenary, or pirate would ever deign to accept a payment in it.

Among the criminal circles you find yourself running in, barter is the go-to method of trade.

It makes a twisted form of sense. Madripoor is a melting pot of criminality, barter is a system that people of all stripes can generally participate in.

For instance, a Filipino pirate like yourself has no clue how much a baht is worth compared to yen, yuan, or dollarydoos.

Plus, it’s not like there are currency exchange kiosks in Lowtown.

Since it’s your first raid and you did a hefty amount of the legwork on it; Duke is willing to let you decide the fate of the hostages / bodies you captured from the Brunswick.

It says a lot about Madripoor that one of the services offered by attorneys is hostage arbitration.

Anyhow, the way it’ll supposedly work is that the families / company pay the ransom using regular currency, the intermediary takes a cut, and you get to haggle over items of an equivalent value.

It sounds a bit byzantine in practice, but Duke assures you it’s a relatively simple practice.

In the end, you decide to…

> Just cut them all loose. You’ve hijacked their ship and their cargo; that’s a good enough score as it is.

> Ransom off the bridge crew, but return the bodies of the scientists free-of-charge. Their families deserve that much at least.

> Ransom off the bridge crew, as well as the bodies of the scientists. Loot is loot.

> Let Duke decide, he’s been at this longer.

> Other?
>>
>>4935557
>Let Duke decide, he’s been at this longer.
This is by far like the worst rolls I've ever seen in a quest. The only way we could make it worse is if we crit-fail
>>
>>4935560
>Mentioning crit fails
You've doomed us all!
>>
>>4935557
> Let Duke decide, he’s been at this longer.
>>
>>4935557
>> Ransom off the bridge crew, but return the bodies of the scientists free-of-charge. Their families deserve that much at least.
People come back from the dead all the time in Marvel and Gods roam around. I'd personally be extra wary of pissing off the dead.
>>
>>4935560
>>4935633
>>4935644

Looks like Duke makes the call. Writing. Apologies if I've been slower than usual today.
>>
>>4935678

You leave the decision up to Duke, he’s got far more experience in these matters.

He has his answer almost instantly.

“We’ll ransom off the survivors, but the dead ones can go home for free. It’s the only decent way to conduct business.”

He promises to relay this decision to the law firm he typically outsources these matters to.

After a couple days, you get a call from said law firm.

To honor your share of the reward, they have a list of items that they’re willing to offer in exchange. They’re flexible to negotiation if you have an alternative idea about some of the smaller items.

Choose 1 big reward, and 2 small ones.

Big (Actually has impact on game)

> Better arms and equipment.

> A laser designator capable of calling a one-time aerial sortie.

> Letter of introduction to local crime groups.

Small (Luxury items there for flavor)

> An actual apartment.

> A reliable old car (Include model if you’d like)

> Free cable.

> Flashier clothes.

> Other? (Subject to QM fiat)

(This will be the last vote of the night, the next 2 updates will be power testing / investigating respectively.)
>>
>>4935711

After a bit of scouting, you find an abandoned gymnasium that would be perfect for your purposes. There’s an indoor pool, but the water is filthier than a fast-food restaurant’s ball pit.

Still, water is water, and there’s a lot of it to play with.

After some experimentation, you’ve managed to get a much clearer view of how your powers operate.

One of the more important things to keep in mind is conservation.

For instance, snagging something with a tendril of water and yanking them is a more difficult maneuver to pull off successfully. However, it’s less exhausting.

In contrast, blasting somebody with a constant jet of water is easier, but’ll tire you out faster.

Striking a balance is going to be important.

A few quirks to keep in mind.

Blood, ice, or anything that isn’t almost entirely water is beyond your grasp.

Liquid water’s all you can mess with.

You can manipulate the pressure of water inside of containers, but it regresses back to normal if you stop concentrating on it.

At your best, you can handle an entire swimming pool, but it’s a bitch to manage.

The real problem comes from your failures. If you fail to maintain your concentration, whatever you attempt will be vastly weaker. Instead of a rogue wave, it’d be more like a wave machine.

However, should your emotions get the better of you, you’ll put way too much force into it and potentially cause unwanted collateral damage.
>>
One of the niggling questions that still gnaws at the back of your mind is the issue of Pacific Vista Laboratories.

They had an unregistered ship scouring the coast looking for artifacts of some kind, as well as an on-board security team and researchers.

Not to mention the lunatic that got cannonballed onto the ship from an attack helicopter.

Normally, you’d have pegged a corporate ghost ship as just smugglers or something, but that doesn’t feel quite right.

You do some digging online for Pacific Vista Laboratories, but it ends up being a dead end.

There’s a company website, but all its got is the usual corporate drivel about “making the world a better place, one day at a time” and “aiming for the heights of scientific progress”; that sort of junk.

No public company directory or anything similar.

You try looking for any kind of scientific papers or published discoveries that may shed some light on what they’re working on.

Nothing, just a thinly-veiled rationalization that “their focus is on cultivating independent research and collaborative efforts across the world.”

Despite the lack of actual contribution, they boast a smattering of labs scattered throughout North America, Europe, and Asia.

Nothing anywhere that would suggest any sort of interest into a sunken Ming Dynasty ship.

They have to be a front of some kind, but for who?

Whoever it may be, they have to have some deep pockets.

Hopefully, they don't hold a grudge for long.
>>
>>4935711
> Better arms and equipment.
> A reliable old car (Include model if you’d like)
> An actual apartment.
>>
>>4935711
> Better arms and equipment.
> An actual apartment.
> Other? (Subject to QM fiat)
A 20mm autocannon for the boat?
>>
>>4935978
Get out of my notes.

Pick something else though, small stuff is mostly for flavor.
>>
>>4935995
What if we swapped the Big reward instead of the little one?
Car I suppose if nothing else.
How did my penis get in your notes?
>>
>>4935711
> Letter of introduction to local crime groups.
> An actual apartment.
> A reliable old car (Include model if you’d like)
but I actually want a motorcycle. Our MC feels like a motorcycle guy.
>>
>>4935711
>Better arms and equipment.
>An actual apartment
>A reliable old car
>>
>>4935817
Better arms and equipment
>Apartment
(I feel like this is gonna get robbed anyway.. but we could at least leave cheap junk in there and carry anything important)
How often do we head out? I was assuming we'd spend most of our time in the water, but I guess not?)
>Something cooking related to be a better chef?(gm fiat?, Gordon Ramsey teaches us while he's being held hostage?)
>>
>>4936296
>Better arms and equipment
Fucked up my greentext.
I figure we need to lay low with the water powers and hope the mutant bastard gets tracked instead of us.
>>
>>4935817
>>4935978
>>4936131
>>4936155
>>4936296

Looks like better gear, an place to hang your hat, and a car wins. Writing.

Feel free to suggest ideas for smaller stuff anytime.

I actually really like the kidnapped celebrity chef giving lessons idea. As well as the motorcycle one.
>>
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>>4936444

Upon carefully considering your options, you request better small-arms and equipment for yourself and the crew.

The attorney, who did the friend of a friends’ brother’s cousin who works as a quartermaster somewhere, makes a phone call.

A day or so later, you get notified that said equipment has been delivered to the docks and loaded onto the ship. You’ll have a chance to ogle the new hardware once you report in.

In addition, you find yourself the proud owner of a small apartment in a slightly-less shitty part of Lowtown. Granted, you do spend a hefty chunk of your time on the ship; but that may not last forever and it’s always nice to have a spare place to sleep.

The car is a nice bonus too, an old Honda Accord. It’s not the fastest thing on the market, and it’s got some miles on it; but it’s yours and that’s what matters.

In hindsight, it’s kinda funny. Barely a week or two ago, you were a homeless wretch on the streets, begging for your next meal. Look at you now.

Your musing is interrupted when the crappy flip-phone that Duke loaned you begins to trill.

Ah damn, you almost forgot, today’s a planning day! Time to pick out the next big target.

About time too, you were starting to get a little bored, you think to yourself as you drive to the docks.

When you see the PT boat, a few things are visibly different. The first, is that the boat has some new armor plating. It looks to be placed strategically, safeguarding as many vulnerable spots as possible without compromising the overall speed. The second, is the gun turret mounted on a swivel in the center of the deck.

The third is Duke, waving and laughing with possibly the biggest smile you’ve ever seen on his face.

When you come aboard, he practically drags you around the ship to see the new changes. According to him, the armor plating was his idea, the new mounted gun was Clara’s, and Hans spent part of his take on improving the operational range of the engines.

The armory has also had a marked improvement, thanks to your contributions.

Clara’s busy poring over the new acquisitions when you and Duke enter, and she shoots you a look when Duke isn’t paying attention.

You get the feeling that she’s still unsure about you, but it’s been slightly mollified by your contributions to the ship.

Looks like you’ve been equipped with a couple of AK-74Ms, Benelli M4s, and an SR-25 rifle. However, the piece de resistance is the RPG with a handful of rockets included.

The munitions are rounded off by a few suits of body armor and some miscellaneous surplus that just got tossed in the crate. Most of it is junk, but there are some good pieces in there, like an old WW2 flashlight and canteen, both of which you clip your belt.

The canteen’ll come in handy with keeping a bit of water on hand, and a flashlight is always handy. Especially since you could probably beat a man to death with this model without damaging it.
>>
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>>4936498

Now that everyone is up-to-speed with the ship’s upgraded status, Duke calls the general planning session.

Duke’s lead is interesting; it’s fairly common to see rich socialites and similarly empty-headed rich folk cruise around protected waters in their fancy boats. However, one such “super-yacht” has a bad habit of straying out of the safe zones, where your boat will be ready to snap them up.

Hans also has a potential lead for work.

The local brach of a maritime insurance agency has been having issues with getting shipping company to maintain their payments. They’d be willing to hire you to harass and or sink said shipping company’s vessels, as a way of “encouraging” payment.

Clara has a much more ambitious idea; attacking a Chinese military tanker.

According to her, it’s been suffering from engine trouble and has basically been left own its own by the main fleet element. It’s stuffed to the gills with oil; a massive payday if you can get it home without issue.

It’s a little embarrassing when they face you expectantly, and you realize that you haven’t got any leads like they do.

Duke claps you on the shoulder.

“Don’t worry about it, Aurelio. You’ve only been on one boarding party, don’t beat yourself up for not being a pro just yet.”

In the end, the crew decides to target…

> The Chinese oil tanker. Easily the largest payday, easily the riskiest target.

> The super-yacht. Probably has some security on-board, but there’s plenty of opportunity for loot.

> The shipping company. With your new hardware, scuttling / intimidating their vessels should be a breeze.
>>
>>4936499
> the yacht
Double check that shipping company. Sounds like a setup by the nut jobs killing their own men on our last run.
>>
>>4936499
> The super-yacht. Probably has some security on-board, but there’s plenty of opportunity for loot.
>>
>>4936499
>>> The super-yacht. Probably has some security on-board, but there’s plenty of opportunity for loot.
>>
>>4936530
>>4936636
>>4936649

Looks like the yacht wins, writing.
>>
>>4936499
> The shipping company. With your new hardware, scuttling / intimidating their vessels should be a breeze.
Few rpgs into the hull or bridge would skyrocket their insurance premiums
>>
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It takes a bit of bickering, but the crew eventually agrees to attack the super-yacht.

Hans was ambivalent either way, and Clara came around to the idea when it was pointed out that she got to smack around rich jackasses.

The shipping company job rubs you the wrong way for some reason; you make a mental note to investigate it further when you get the chance.

Now that a consensus has been reached, Duke proceeds to lay out the various details he’s managed to cobble together.

The super-yacht is registered to a Kurt Ziegler, some kind of investment banker or upscale money man from Germany.

He’s been in Madripoor a couple of months, and ostensibly this little series of outings is to celebrate the conclusion of a lucrative business deal.

The super-yacht itself is a gaudy, 40-meter long, tribute to Ziegler’s ego called the Danube.

It’s got enough room to carry 20 crew members, and a similar number of civilian passengers.

With the inclusion of a private security force onboard, you might be facing some stiff odds.

Thankfully, the element of surprise is on your side.

The parties held onboard run long into the night, giving you an opening to exploit.

After Duke bribed a couple of local fishermen with pocket money, they were more than happy to point out an area the Danube usually passes through.

According to them, it scares off the fish.

During the day, the PT boat will take a position in a mangrove swamp and wait for nightfall.

Since the Danube is a glorified party boat, it should be pretty easy to pick out of the darkness.

Once confirmation is established, the PT boat will quietly approach, and you, Duke, and Clara will board it.

Since the yacht is so large, you’ll all have to split up to ensure complete coverage.

Duke’s job is to clear out the bridge and sever the communications. Don’t want anyone calling for help.

Clara’s job is to run crowd control and keep the civilians in line. Can’t let anybody get any bright ideas.

Your job is to sweep the lower decks / cabins and eliminate any resistance you encounter.

Once boarded, Hans will pilot the PT boat away and will evacuate you if things go sour.

Depending on how the initial objectives are accomplished, the three of you will rendezvous and hammer out the next steps of the plan; presumably looting and loading up hostages.

Regrettably, this tub is far too heavy to drag away like the Brunswick, so it’ll have to be left behind or piloted home.

Are there any changes you’d like to make to this plan?

> No, looks good to me.

> Other?

In addition, what weapon are you taking with you?

> The M4. Excellent for close-quarter encounters.

> The AK74M. A balanced choice.

> The SR-25. Ideal for longer-ranked marksmanship.
>>
>>4936842
>> No, looks good to me.
> The AK74M. A balanced choice.
>>
>>4936842
> No, looks good to me.

> The M4. Excellent for close-quarter encounters.
Boats aren't so big as to worry about bullet drop. Boats are however very cramped and close quarters often.

So did we get the autocannon after all?
>>
>>4936842
> No, looks good to me.
> The M4. Excellent for close-quarter encounters.
>>
>>4937026

You did, but it was an upgrade I was planning on handing out anyways.

I'm no /k/ommando, so here's the model I'm referencing.

https://en.wikipedia.org/wiki/Oerlikon_20_mm_cannon

It's not automated or anything, still needs a gunner.

Anyhow, I'll close the vote in the morning.

Let me know if there's any questions / concerns / things you'd like to see more of, I'll try to answer them then.
>>
>>4937151
Is Hans capable of fighting? I take it hes more of the ship guy with technical skills, but is he any good as a f'ighter or does he just always stay with the ship?

Do the others live on the ship or do they have places of their own?

Do we have a club hangout on land?
>>
>>4937026
+1. Also carry the canteen obviously.
>>
>>4936845
>>4937026
>>4937116
>>4937380

Looks like we're going with the original plan and a shotgun.

Roll me 3d100, DC: 65, 55, 50, respectively.

>>4937265
Hans isn't the greatest shot, which is one reason why he usually elects to stay with the ship. That, and him getting injured would make keeping the boat ship-shape a pain.

Duke's shown you that he has a little place on the outskirts of the city, but he doesn't spend much time there. He loves being out at sea.

You have no idea about Clara's living situation.

Hans lives on the boat full-time. He mostly emerges from the engine room for food, parts, and the like. He's a bit of a shut-in.

You haven't really picked out a place to favorite hangout yet, still getting acclimated to the area. You'll be seasoned enough soon though.
>>
Rolled 70, 54, 47 = 171 (3d100)

>>4937759
>>
Rolled 91, 49, 40 = 180 (3d100)

>>4937759
>>
Rolled 22, 91, 75 = 188 (3d100)

>>4937759
>>
>>4937764
>>4937766
>>4937806

Duke gets a regular success, Clara gets a minor success, as do you. Writing.
>>
>>4937808

After hammering out a general plan of action, the PT boat disembarks and heads to the ambush point well in advance, just in case of any unscheduled changes.

Once night falls, you stand watch and start to worry a little when you can’t spot anything. Not all tips can be winners after all, but this one certainly had promise.

Thankfully, the Danube makes an appearance, lit up just like anticipated and blasting 80s party music.

Guess Ziegler has an appreciation for the classics.

You alert the rest of the crew and perform a last-minute check on your gear, sliding on a balaclava, a kevlar vest and grabbing a shotgun from the armory.

Clara is armed similarly, whereas Duke has chosen the AK74M.

All in all, you make an imposing group.

Duke proceeds to distribute a few goodies. In addition to your regular kit, you’ve got some zip-ties, cloth gags, and a walkie-talkie.

After running over the game plan one more time, the boarding party takes their positions.

Hans makes a slow approach to the yacht, but it’s hardly a problem. The music they’re blasting should serve as adequate cover if you get into a fight and make a little noise.

https://www.youtube.com/watch?v=DjcCQsRCHUs

The initial boarding goes without issue, and the three of you split up to accomplish your respective objectives.

It takes a bit of prowling, but you find an entrance to the crew quarters and wrench it open without making too much noise.

All of the bunks are currently unoccupied, which makes sense. Somebody has to cater to the passengers after all.

You continue your sweep, passing by the main engine room.

When passing by an open doorway, a quiet murmur saves you from stumbling into danger.

You almost fail to spot them in time; looks like some of the crew has beggared off to play cards belowdecks.

Looks like a couple kitchenhands, waiters, and security men.

How do you want to handle this?

> Fortune favors the bold. Storm the room and take them prisoner.

> Avoid them for now. Too risky a target, deal with them once you’ve got some backup.

> If they’re like any other service professionals you know, they’d jump at the chance to better themselves by screwing over rich jackasses. Offer them a part of the take in exchange for their co-operation.

> Other?
>>
>>4937843
> Avoid them for now. Too risky a target, deal with them once you’ve got some backup.
>>
>>4937843
> Avoid them for now. Too risky a target, deal with them once you’ve got some backup.

why are we armed with a shotgun? Didn't we vote for M4?
>>
>>4937868

I think I understand the confusion now. The M4 I was referring to was the Benelli M4 shotgun. I see now how that can be misconstrued as the M4 carbine.

It got mentioned in >>4936498 , but it's an easy thing to miss. I'll be more specific next time, thanks for asking. Keeps me honest.
>>
>>4937843
> Avoid them for now. Too risky a target, deal with them once you’ve got some backup.
>>
>>4937844
>>4937868
>>4937906

Writing.
>>
>>4937950

You briefly imagine busting into the engine room and cowing the occupants inside with nothing more than the sheer force of your indomitable will. That, and the shotgun.

Not the greatest of ideas though, since a stray shot may spook the passengers and give away your presence.

You make a mental note to return later, once the odds are placed more firmly in your favor.

Discretion is the better part of valor after all.

The rest of your sweep reveals nothing of note, the crew quarters have proven to be a waste of time.

Still, once the Danube has been secured, you can come back and hunt for valuables.

You’re considering your next move when you hear a crackle from your walkie-talkie.

Looks like Duke has a status report.

“Bridge secured, nothing I couldn’t handle. Long-range communications have been severed. Heading to the galley.”

Clara chimes in.

“Clubbed some guy keeping watch near the stern; did some scouting and found the main lounge. Sounds like it’s where the partying is going on. About to round em up.”

So far, so good. What’s the next move?

> Storm the main lounge with Clara. Once you lock down the passengers, the crew should fold.

> Help Duke clear out the galley. Need to lock down as much of the ship as possible.

> Request help clearing out the engine room. (Pick Duke or Clara)

> Other?
>>
>>4937967
> Storm the main lounge with Clara. Once you lock down the passengers, the crew should fold.
The rich guys are calling the shots here after all
>>
>>4937967
>>> Storm the main lounge with Clara. Once you lock down the passengers, the crew should fold.
>>
>>4937991
>>4938009

Roll me 2d100s, DC: 40 and 70 respectively.
>>
Rolled 41, 90 = 131 (2d100)

>>4938150
Let's go
>>
Rolled 25, 60 = 85 (2d100)

>>4938150
>>
Still need one more roll to round it out. If you've gone before, feel free to go again.
>>
Rolled 8, 99 = 107 (2d100)

>>4938150
>>
>>4938167
>>4938173
>>4938312

A minor success, and a regular success. Writing.
>>
File: ziegler.jpg (25 KB, 363x800)
25 KB
25 KB JPG
>>4938315

The passengers are the key to success here. Once you’ve got them rounded up, you’ve got the leverage necessary to secure the rest of the ship with a minimal amount of effort.

Therefore, you radio Clara and let her know that you’re coming to help her raid the lounge.

You manage to avoid making too much noise as you trace your steps back up to the exterior of the yacht.

Yep, there’s the unconscious guy that Clara mentioned. Looks like you’re heading the right way.

Once you reach her position, Clara gives you a countdown, followed by delivering a solid boot to the lounge door.

The door comes crashing open, and the pair of you rocket into the lounge.

https://www.youtube.com/watch?v=6GCNUeTFSbA

You’ve managed to catch them entirely by surprise. By them, you mean a room of about a dozen finely bred socialites horrified by the sudden intrusion into their evening revelry. A few of their bodyguards reach for their weapons, but are quickly disabused of that notion when your shotgun swivels their way.

Clara works her magic, yelling, and threatening intense bodily harm if anybody tries anything stupid.

By now, your quarry is probably getting a disturbing reminder that money can’t get them out of everything.

One of the passengers makes an immediate run for it; you keep the rest of the room covered while Clara puts a couple shells in his path, causing him to skid to a stop and surrender.

Thankfully, the blaring of the music helps to muffle the shots and ensuing screaming.

The pair of you work efficiently to bind and gag the room’s occupants, and relieve them of their various valuables.

Looks like you scored a bit of a lucky break. After checking his wallet, it looks like Ziegler is the one who tried to make a run for it.

From the way he was running, he was going for the entrance to a panic room. A cursory search reveals a wall-safe, along with a few security monitors showing various parts of the ship.

There’s also a big red button, which you make sure to avoid pressing. Knowing your luck, that’d probably drop a black-ops kill squad on your head or something.

You ask Ziegler politely for the code to his safe, but he does nothing besides maintain an angry, stony silence.

Duke makes an important announcement via the walkie-talkie.

“Galley is clear, couple of wait staff and cooks. Nothing to worry about.”

Talk about a panic at the disco.

Now that you’ve got the passengers corralled, the next step is to...

> Escort Ziegler to the bridge and have him broadcast a ship-wide announcement for all crew members to stand down.

> Pay a visit to the engine room and see if anybody there likes the idea of enlisting on a pirate vessel.

> Beat the safe code out of Ziegler. You tried the nice way, now comes the hard way.

> Other?
>>
>>4938391
>Take a piece of tape and write down, Kill everyone else or mustard gas the ship under the big red button.
After we do the other stuff we can let the passengers think he was going to kill them to save his hide/money in the off chance somebody else knows the safe password.
>Escort Ziegler to the bridge and have him broadcast a ship-wide announcement

The safe doesn't really matter despite it being a goal. We can just sink the ship and auction off the location like a real life lootbox in a worst case scenario if we dont simply drag it out and hire a safe cracker or sell the yacht itself. A safe is also worth a shit ton of money, so we could literally just sell that.
What kind of idiot has a panic room on a boat? It's basically asking to be locked up underwater with no hope of rescue.

We could give Clara a chance to beat the shit out of him for fun by pointing out we're getting in the safe either way to the passengers if we want during the next vote?
>>
>>4937877
Yeah, thought it was a M4 rifle too, rarely ever hear M4 refer to the shotgun.

>>4938391
> Pay a visit to the engine room and see if anybody there likes the idea of enlisting on a pirate vessel.
>>
>>4938391
>Escort Ziegler to the bridge and have him broadcast a ship-wide announcement for all crew members to stand down
We can't singlehandedly recruit people. That's not our choice to make.
>>
>>4938391
> Beat the safe code out of Ziegler. You tried the nice way, now comes the hard way.
>>
>>4938391
> Escort Ziegler to the bridge and have him broadcast a ship-wide announcement for all crew members to stand down.
>>
>>4938412
>>4938751
>>4939008

Alright, roll me some d100s, DC: 40

>>4938412

"What idiot has a panic room on a boat?"

Somehow it's a real thing.
>>
Rolled 30 (1d100)

>>4939053
Incoming crit fail
>>
Rolled 58 (1d100)

>>4939053
Let's go
>>
Rolled 50 (1d100)

>>4939053
>>
>>4939057
>>4939076
>>4939095

Success, writing.
>>
>>4938412

While Clara keeps the lounge secured, you escort Ziegler at gunpoint to the bridge, where you “encourage” him to make a ship-wide announcement to the remaining crew.

He’s resistant at first, but after prodding him a couple of times in the back with your shotgun, he comes around to the idea.

“Attention, crew of the Danube! This is Kurt Ziegler, owner of this vessel. We have been boarded and occupied, please report to the lounge immediately and without resistance. You will not be harmed if you comply. That is all.”

Once he’s done with your little speech, he turns to you and makes his displeasure known.

“You have no idea who you’re messing with, do you!? I swear that you-“

And he's earned himself a free gag. Once you're finished dealing with his little temper tantrum, you escort him back to the lounge.

Once you get there, it becomes apparent that your ploy was a success. The card players from the engine room have come up and surrendered, as well as a maintenance worker that must’ve been working in the bowels of the ship.

Duke radios you with some interesting information. While he was securing the bridge, he managed to find a crew list, and has you verify that everyone is accounted for.

All of the crew members are present, barring the bridge crew, some of the kitchen staff, and one of the guards. Which makes sense, given that they’ve been tied up or incapacitated elsewhere.

It’s a bit of a pain, but you take the effort to locate the stragglers and move them to the lounge. Don't want them getting any bright ideas.

By the time you’re finished,, Duke has managed to locate the lounge and rendezvous with you and Clara.

Christ, this was a big boat. If things had gone differently, they could’ve swamped you with bodies. Maybe we should think about upping the crew size.

You say as much to Duke.

“Hmm. We do have a lot of extra space, and it would help if we had more numbers on our side. I was hoping to keep it smaller, but we have been skirting the odds as is.”

Clara chimes in.

“So long as it doesn’t bit into my take, I don’t care either way.”

Food for thought.

Back to more practical matters.

Now that you’ve got the ship secured, what would you like to do?

(Pick as many / few of these options as you’d like)

> Trawl for recruits among the crew. One of the oldest pirate traditions.

> Interrogate some of the passengers. Maybe one of them might know something valuable.

> Start looting. To the victors go the spoils.

> Puzzle out some way of getting that safe open. (Include idea.)

> Other?

Also, what’s the plan for the Danube?

> Have Duke pilot it home. Somebody may notice the Danube’s abrupt change in course and come looking though.

> Leave the Danube behind. You’ll make it home a little poorer, but with nobody the wiser.
>>
>>4939132
>Interrogate some of the passengers. Maybe one of them might know something valuable.
>Start looting. To the victors go the spoils.
> Leave the Danube behind. You’ll make it home a little poorer, but with nobody the wiser.
>>
>>4939132

> Trawl for recruits among the crew. One of the oldest pirate traditions.
> Interrogate some of the passengers. Maybe one of them might know something valuable.

> Have Duke pilot it home. Somebody may notice the Danube’s abrupt change in course and come looking though.
> Other?
Drop the GPS and tracker into a lifeboat and have it cruise along into the ocean at a slow pace.
>>
>>4939132
> Interrogate some of the passengers. Maybe one of them might know something valuable.

> Start looting. To the victors go the spoils.

> Puzzle out some way of getting that safe open. (Include idea.)
the idea is to beat it out of Ziegler. If that fails, try to do some lockpicking with a water tendril.
>>
>>4939266 support

> Leave the Danube behind. You’ll make it home a little poorer, but with nobody the wiser.
>>
I've got work stuff this weekend, so the poll will be open over the weekend.

Have a good one.
>>
> Interrogate some of the passengers. Maybe one of them might know something valuable.

> Start looting. To the victors go the spoils.
-focus on watches, wallets, earrings, etc and loot the hostages. Then hit up the armory and loot that before going to cabins and make sure to drop stuff off on PT boar as needed so we can stay mobile and unencumbered. Also try and find a lock box in the armory we can take to put stuff in on PT boat. Also take all the schnapps, wine, beer, brandy, etc. that stuff can go for ludicrous money and since we don’t know and can’t trust the host to be honest just take as much as we can.

> Puzzle out some way of getting that safe open. (Include idea.)
-as stated by other people, enhanced interrogation followed by asking crew if they have any way then water tendril drilling as last resort

> Have Duke pilot it home. Somebody may notice the Danube’s abrupt change in course and come looking though.
-as other people stated put life raft or secondary boat on slow plowing course with the GPS tracker for the boat and make sure to kill all running lights and music, try and make this bitch as silent and dark as possible.
>>
>>4939266
This. And leave the Danube behind.
>>
>>4940343
The host was blatantly threatening us. Perhaps we should just kill him since he’s clearly bent on revenge or hiring somebody to off us?
>>
>>4939266
Oh yeah I also vote to
> Leave the Danube behind.
forgot about this vote.
>>
>>4939160
>>4939224
>>4939266
>>4939626
>>4940253
>>4940343

Alright. Looks like doing some looting, getting the safe code out of Ziegler, and questioning the passengers win.

Also, looks like the Danube is being left behind.

Roll me some 3d100s, DC: 40, 75, 60, respectively.
>>
Rolled 19, 67, 83 = 169 (3d100)

>>4942712
QM brought a packs of smokes with him.
>>
Rolled 64, 43, 85 = 192 (3d100)

>>4942712
>>
Still need one more roll, re-rolls are now allowed.
>>
Rolled 30, 69, 28 = 127 (3d100)

>>4942712
>>
>>4942729
>>4942766
>>4942802

A minor success to looting, a fail to beating the code out of Ziegler, and a regular success to questioning the passengers.

While I write the next update, go ahead and give me some d100s to pick the lock with your powers; DC: 65
>>
Rolled 12 (1d100)

>>4942807
on it boss
>>
>>4942807

Now that the coast is clear and you’ve got some breathing room to work with, it’s time to get busy.

For a moment, you imagine recruiting some of the crew you captured to help with the workload, but dismiss it. That could be a recipe for disaster.

Anyhow, the division of labor ends up being pretty clear.

You’ll go off and see what you can plunder, while Clara subjects Ziegler to her tender mercies. Duke’ll keep watch over the captives and hopefully shake something interesting out of them.

You share this plan with the rest of the boarding party, and neither Duke nor Clara have any objections.

When you broach the subject of having the Danube piloted back to port, Duke agrees that it’s too much of a risk.

“We’ve got a big enough score already, trying to push it further is just greedy.”

You can tell that Clara doesn’t agree, but thankfully she has something she can work out her frustrations on.

Clara drags Ziegler into the panic room, before poking her head out.

“Give me something to listen to, music helps me with my work. Keeps me creative.”

You check the lounge’s sound system, and discover they’ve got a wide catalog to pick from. Still, you think Clara will appreciate your choice.

https://www.youtube.com/watch?v=ln7Vn_WKkWU

The first stop on your spree of larceny is of course the hostages, who you kindly aid by relieving them of the burden of wealth. Most of it is standard fare; watches, jewelry, wallets, that sort of thing.

Next, you radio Hans to rendezvous with the Danube. You’re gonna be offloading a fair bit of cargo; the faster the better.

With that done, the armory is the next stop on the list.

The yacht doesn’t have an armory per-se, but you do find where they store the guards’ equipment. None of it is anything special; a couple carbines, a few riot shotguns, and some non-lethal gear presumably intended to push the riffraff back into the sea. It’s about equal in quality to the gear you’re currently packing.

Maybe they figured they could skimp on security, that nobody would dare to try and attack them? Either way, it’s sloppy.

Either way, it’s yours now. You find a small lockbox and load it with the passengers’ valuables. Should help a bit with transporting them.

The cabins turn out to be a waste of time, nothing besides a couple of trinkets that you toss into the lockbox anyways.

You make a quick pit-stop to drop off said lockbox and stolen equipment with Hans, before getting back to work.

Next up is the galley. Duke gave you a crash course of items to focus on, and alcohol is surprisingly valuable, especially the ritzy stuff.

Looks like there’s not much left; guess the passengers sure know how to party. You load up with as much as you can carry, and make a few careful trips back to the PT boat.

While in the galley, you also take the opportunity to raid the cook’s ingredients storage. Nothing world-shattering, but they’ve got some pricey stuff that’ll be going straight into your icebox for special occasions.
>>
>>4942902

Once you’re finished with your sweep, you check in with Duke.

Looks like he managed to shake a lead out of one of the passengers, but he’ll save the details for the post-raid debrief.

According to Duke, the occasional scream that the music wasn’t quite able to muffle made his job much easier.

When you enter the safe room to see how Clara’s getting on, you wince.

Despite her best efforts, Ziegler proves to be made of sterner stuff than anticipated. Maybe he isn’t just all talk.

He’s been thrashed pretty badly, so badly he can barely even speak anymore. Maybe some busted ribs, maybe not. Either way, Clara beat him like the redheaded stepchild of a rented mule.

When questioned, Clara just shrugs her shoulders.

“He wouldn’t cooperate. Guess I lost my temper a little.”

With Ziegler out of commission, you try to think of an alternative way to get that safe open.

If he’s willing to take a beating that severe to keep it secure, it’s got to have something worthwhile in it.

Your Plan B of quizzing the crew about the safe code fails to work either. Apparently, Ziegler is quite paranoid about it keeping it secret.

With mounting frustration, you go for the last tool in your arsenal. You’ll use a water tendril to get inside; it’s unorthodox but it might just work.

(Still need a couple rolls for the attempt, link it to >>4942807 if you please. Mostly for my convenience)
>>
>>4942906
How big is the safe? We could just rip it out and have the crew( not ours) carry it to the ship for us to break open later since the safe itself is valuable. The fact that he’s so attached might even drive up the cost if we just auctioned the unopened safe on the black market.
>>
Rolled 49 (1d100)

>>4942906
Forgot to add my roll
>>
Rolled 55 (1d100)

>>4942807
>>
Man we suck
>>
>>4943046
This quest has cursed as fuck rolls to the point I'd accept a meta explanation of some probablity manipulator fucking with us
>>
>>4943046
we need to train
>>
Rolled 2 (1d2)

>>4942814
>>4942949
>>4943022

Alright, let's see what happens.

1 = Too Weak
2 = Too Strong

>>4942948
It's small enough that a couple people could haul it out. We'll see what happens.
>>
>>4943059

This stupid fucking safe. Seriously, how hard can be it to get this thing open!?

After all this, if it’s empty or just has pictures of Ziegler’s grandkids you’re gonna lose your mind.

After Clara drags Ziegler back into the lounge, you open your canteen and shape some of the water inside into a tendril, snaking it into the lock.

Your gentle attempts to pick the lock prove fruitless, the internal mechanism is too complex for the rudimentary tendrils you can produce.

Fuck it, you’ll just drill the goddamn thing then. You increase the pressure at the very tip of the tendril, boring into the lock as hard as you’re willing to risk.

Going too hard might damage whatever’s inside, rendering this entire exercise pointless.

It’s no use, the safe is just refusing to cooperate in any way.

You can feel the frustration starting to cloud your judgement, and decide to cut your losses.

You wind a couple tendrils around the rear of the safe, latching onto it.

With a heave of effort, you rip the safe out of the damn wall like an angry father attempting to perform a home renovation.

The clanging causes Duke to poke his head in. Thankfully, the tendrils have receded back into your canteen, keeping your unnatural powers hidden.

“Damn, you went to town on that thing. No luck then? We’ll just load it onto the ship, figure out what to do with it later.”

You know it’s irrational to get this worked up about an inanimate object, but you’ve spent a fair bit of time and effort trying to crack this thing open.

What are your thoughts on dealing with the safe?

> Hold onto it. You’ll get it open if it’s the last thing you do.

> Just sell off the damn thing. If you never have to see that safe again, it’ll be too soon.

> Other?

(More’s being written, I just want to get this vote underway while I write more stuff.)
>>
>>4943083
>> Hold onto it. You’ll get it open if it’s the last thing you do.
and we are geting some of our bois to help with that
>>
>>4943083
> Hold onto it. You’ll get it open if it’s the last thing you do.
>>
>>4943099
>>4943157

With the last of your objectives completed or at least on the back burner, it’s time to load up your prisoners and head for home.

Before you leave the the panic room, you make sure to wipe all of the security footage before destroying the equipment.

Duke has a couple of the captive crew temporarily freed to do the heavy lifting and haul the safe to the PT boat.

Once that’s done, they're all are herded into the makeshift brig.

It’s pretty cramped and uncomfortable, but you can’t bring yourself to care overmuch.

Maybe it’ll serve as a nice reminder about how the other half lives.

Before he gets tossed in, Ziegler gets patched up a little, with his condition improving from “10 pounds of shit in a 6 pound bag” to “He’s gonna feel that one in the morning.”

On the trip back, Duke wastes no time in taking inventory of the haul; setting up arrangements for the prisoners to be ransomed and the loot sold.

When you ask him about the lead he managed to shake loose, he plays his cards close to the chest. Says it’s got real promise, but he has to verify it through a couple channels first.

“Even if it pans out, the window of opportunity won’t be open for a while.” Duke claims.

Given your own situation, you can’t exactly criticize the man for keeping secrets.

The law firm that Duke uses to fence goods and handle the hostage exchanges is kind enough to call you personally and guide you through the various services / products you’d be offered as your share of the raid.

You decide to pick…

(Choose 1 big reward and 3 small ones)

(Big. Actually has game impact)

> An old NATO IFF transponder. Might come in handy if you need a quick disguise.

> The location of an old Reaver lab. Could have some interesting salvage.

> Survival training with a “private security consultant” of theirs. Might be the difference between life and death some day.

> A letter of introduction to various criminal elements. It’s all about who you know.

(Small. Luxury items there for flavor)

> Fortifications for your apartment.

> Quality furniture.

> Plasma screen TV.

> High-end exercise equipment.

> Motorcycle. (Include make / model, otherwise it's QM's choice.)

> Custom face-mask. (include general design)
>>
I'll leave this open until noon-ish tomorrow, I'm calling it a bit early today.
>>
>>4943200
> Survival training with a “private security consultant” of theirs. Might be the difference between life and death some day.

> Fortifications for your apartment.

> Quality furniture.

> Motorcycle. (Include make / model, otherwise it's QM's choice.)
>>
>>4943200
> A letter of introduction to various criminal elements. It’s all about who you know.
everyone else has their network. it's time we get ours
> High-end exercise equipment.
>write-in: high-end cooking equipment
>write-in: master chef cooking course

these guys liked us when we were a decent cook, they'll love us when we go all CHEF GOURMET on their ass!
>>
>>4943200
>The location of an old Reaver lab. Could have some interesting salvage.
>Fortifications for your apartment.
>High-end exercise equipment.
>Custom face-mask.
I don't know, like a skull or something. Skulls are cool, right?
>>
>>4943200
>> The location of an old Reaver lab. Could have some interesting salvage.
> High-end exercise equipment.
> Fortifications for your apartment. "life has many doors, fed boys"
>>
> Survival training with a “private security consultant” of theirs. Might be the difference between life and death some day.


>Fortifications for your apartment.
>write-in: high-end cooking equipment
>write-in: master chef cooking course
>>
Rolled 2 (1d2)

>>4943421
>>4943577
>>4943667
>>4943727
>>4943895

Alright, looks like we've got a tie between survival training and the location of a Reaver lab. I'll roll a d2 to settle it.

1 = Training
2 = Lab

Small Stuff: Fortifications, Exercise Equipment. There was a tie between the cooking course and cooking equipment, so I'll just fold them together. I won't make a habit of this though.
>>
Nice hope to eventualy become the Gordon Ramsey of pirate cooks and maybe one day be able to get our own restraint in uptown, which of course would be a front for something else but also a 5 star kitchen
>>
>>4943921

You’re conflicted, but you eventually settle for the location of an old Reaver lab. Might be some valuable tech in there, could help give you an edge.

You also request some stronger fortifications to your apartment, as well as some home-gym equipment. When you think about your duties as the ship cook, you also request better quality cooking equipment.

Today must be your lucky day, because you manage to haggle them into throwing in a couple master chef cooking courses to sweeten the deal.

There is one thing that irritates you. You’ve got a pretty lucrative haul, yet your rewards are comparatively lacking.

It’s not that your share is getting cut or nothing, everybody seems to be getting screwed over.

Duke’s no idiot, but you can’t figure out why he lets himself get exploited like this.

The rest of the voyage home passes without incident.

When the PT Boat pulls back into port, you have company waiting when you arrive.

A couple vans with an armed guard. Professional looking men in black suits, armed with some nasty looking ordinance.

You go to raise the alarm, but Duke intercepts you.

“Not to worry, they’re just here for the pickup.”

Once the PT boat lands, the prisoners are herded into the vans, and the lockbox and various other pieces of loot are turned over. Except for the safe, and some of the alcohol, you’ll be holding onto that.

Once the transfer is complete, you watch Duke and one of the men shake hands, before they drive off.

You idly wonder how you missed this after your first raid, but then again you were exhausted and probably slept through it.

(CONT.)
>>
File: Bronze Monkey.png (230 KB, 345x318)
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>>4943976

As a belated celebration for your first raid and the success of the raid on the Danube, Duke takes the crew out for a night of drinking. It’s already like 2 in the morning, but the party never stops if you know the right people.

He even manages to drag Hans out the engine room for the occasion.

Your destination? A rough hole-in-the-wall joint called “The Brass Monkey.”

The clientele is pretty average by Lowtown standards, i.e. pretty rough.

https://www.youtube.com/watch?v=TC3j-9K0pHU

A few drinks in, you start to air a few complaints that’ve been brewing.

“It just doesn’t make any sense! It’s a ripoff! How do they manage to get away with it!?”

Duke sighs and takes a swig of his drink.

“I’m not exactly over the moon about it either, but LL&L doesn’t exactly give me a whole lot of choice.”

“Who?”

“Ah shit, I forgot to explain. Landau, Luckman & Lake. You know, the guys who’ve been compensating us after jobs. That’s them.”

“And you let a bunch of lawyers push you around like this?”

“Don’t let that fool you, they practice a whole lot more than law. When it comes to organized theft, they’re practically the only reliable fence in town. And they don’t appreciate people trying to cut them out.

I remember a few years back, this crew managed to knock over a Thai warship and steal a shitload of hardware. They had the same thought you just did, that LL&L does nothing but rip them off, that they’d be better off just selling it off themselves and pocketing a massive payday.

Well, LL&L has a way of hearing about these sort of things, and everyone involved either got driven off the island, a shallow grave, or a long prison sentence.

They’ve got the cops, the Chancellor, and half the Business District in their pocket. Calling it a monopoly wouldn’t be doing it justice.

Sure, you could try to unload your haul on some of the bigger crime families like the Yaks, Mafiya, or Triads, but that’s still a losing proposition.

For starters, they’re certain to price gouge just as hard. Second, LL&L may fuck you six ways from Sunday when it comes to paying out, but they never renege or squeal on their clients.

Lastly, LL&L is fastidiously neutral. For instance, if we started exclusively dealing with the Triads, that’d be considered officially picking a side. So long as we stay neutral, we’ll be out of the crosshairs should anyone decide to spark a gang war. Ah shit, hang on.”

Duke’s long-winded explanation about the exploitative nature of all lawyers is interrupted by Clara trying to pick a fight with a couple gangster types.

Thankfully, he manages to haul her away before it gets ugly.

Hans has mostly just been sipping on his beer, not saying a whole lot. You get the feeling that this is the first time in a while he’s been dragged into something social.

(CONT.)
>>
>>4943979

The next day, Duke calls a general meeting.

“I’ve got some good news, and some bad news. The good news is that I’ve got something big in the works.

The bad news is that we’re going to have to suspend operations for a while. After our last couple jobs, the coast guard is sure to be on the warpath.”

“How long?” Clara asks, indignant.

“No more than a few weeks, just until things quiet down a little. Think of it as a vacation.”

Clara’s mood does a 180 when the term vacation is mentioned.

Hans doesn’t seem to care, if anything that leaves him more time to tinker in the engine room.

You don’t mind overmuch either, it’s nice to have a bit of time off.

With the first couple days of your spare time, you…

(Pick 3)

> Continue digging into Pacific Vista Laboratories.

> Explain the whole “unnatural powers” thing to Clara.

> Do some research into Landau, Luckman and Lake.

> Cultivate a couple underworld contacts.

> Try to crack that safe again.

> Other?

(The Reaver lab will be right after this, as will be some flavor stuff.)
>>
>>4943982
>> Try to crack that safe again.
> Continue digging into Pacific Vista Laboratories.
> Do some research into Landau, Luckman and Lake.
>>
>>4943982
> Continue digging into Pacific Vista Laboratories.

> Explain the whole “unnatural powers” thing to Clara.

> Try to crack that safe again.
>>
How much of our hauls are we obligated to hand over to LLL? Seems like we should skip the middleman when it comes to thing we want to personally own. Plus what's the point of buying a beer when we just robbed a billionaire's liquor cabinet?
>>4943982
>Lockpicking lawyer youtube tutorial on the safe model

> Cultivate a couple underworld contacts.
We need them to find us possible (pirate) jobs and learn if a hit is being taken out on us by anyone we recently robbed.

> Continue digging into Pacific Vista Laboratories.
>>
Rolled 2 (1d3)

>>4944271

You're not obligated to hand everything over, but it will reflect in the quality / quantity of your rewards.

The safe is a good example of something you can hold onto.

To pull back the curtain a little, trading in the safe would've netted you another big reward, as would bringing in the Danube.

As for the drinking stuff, that's an error on my part. Good catch. Just wanted to write a team-bonding scene and didn't think of that detail.

I'd like to do another update or two tonight, so I'll go ahead and do a tiebreaker.

It's unanimous on investigating Pacific Vista and cracking the safe, so it's between...

1 = Researching LL&L
2 = Talking with Clara
3 = Cultivating contacts
>>
>>4944360

Alright, go ahead and roll me some d100s to continue researching Pacific Vista, hash out your powers with Clara, and work on the safe.

DC: 55, 35, 60, respectively.
>>
Rolled 86, 24, 35 = 145 (3d100)

>>4944364
>>
Rolled 65, 79, 14 = 158 (3d100)

>>4944364
>>
>>4944368
>>4944370

Still need one more roll, go ahead and roll again if you'd like.
>>
Rolled 22, 63, 33 = 118 (3d100)

>>4944364
>>
>>4944368
>>4944370
>>4944458

That's two regular successes, and a failure. The box of secrets eludes your grasp once again.

Writing.
>>
>>4944462

After the renovations to your apartment are complete, you’re more than satisfied with the changes made.

Your apartment’s old, wooden door has been replaced with a hardier metal one, secured with new locks and a deadbolt.

The door frame has also been reinforced, making it harder for anyone to batter it down.

The window has been covered with security film, ensuring that it won’t fracture in case of damage. Lastly, it’s also been reinforced with window guards to stop anyone from jimmying it open.

You’re a much harder target than before, which should encourage would-be thieves to seek easier prey.

The USB filed with files you stole from the Brunswick is hidden underneath one of the floorboards, in case you ever find a way to decrypt its contents.

As for the gray coin, you’ve been keeping it on your person as a good luck charm of sorts.

Your new exercise equipment has been delivered as well. It’s a modest setup, mostly just a few small machines and weights, but it’ll help keep you fit.

As for the new cooking equipment; Duke suspending operations for a while actually works in your favor.

Since the PT boat is grounded for the time being, that means that the installation can proceed without any interruptions.

Once complete, you find yourself with a completely new kitchen. New fridge, freezer, stove, knives, cookware, generator; everything and anything a ship’s cook dreams of.

Just in time too, since the master chef you managed to finagle lessons out of drops by without any announcement and screams at you to stop staring and start cooking.

He’s a loud, demanding, vicious, and worst of all; French. He’s also the finest cook you’ve ever shared a kitchen with, and he reminds you of that at every opportunity.

He puts you through the wringer, and by the end you’re exhausted when he pronounces your skills acceptable for your current station.

(CONT.)
>>
>>4944548

With your new-found free time, you decide to do some more sleuthing.

The Pacific Vista Laboratories thing still bothers you. From your previous efforts, you’re about 80% sure that it’s a front of some kind, but for who?

The sanitized press releases and piecemeal corporate jargon available to the public won’t lead you anywhere important.

Maybe you should try something a bit more…..unorthodox?

With that in mind, you spend a bit of time on a couple conspiracy messageboards and various hacker enclaves, trawling for anything related to Pacific Vista.

It pans out better than you would’ve expected.

Most of the theories you come across are your usual crackpot nonsense. For instance, accusations that they’re Skrull infiltrators, that they’re pursuing a secret cyber-commando program, and that they’re secretly backed by the United Nations to perform human experiments to create a mutant-slaying bio-plague.

However, a few anonymous posts have the answers you’re looking for. Apparently, a couple script-kiddies managed to get lucky and break into one of their servers for a few minutes. They copied everything they could before they were driven out.

Enclosed in the data-dump is a financial record from something called I.D.I.C, detailing their acquisition of Pacific Vista Labs.

A few keystrokes later, and you’ve got a name to match the acronym.

International Data Integration and Control.

An international financial think-tank that has stakes in all manner of different industries; telecom, defense, energy, manufacturing, R&D, banking, etc.

It’s a massive conglomerate with a worldwide reach and an impressive portfolio of holdings.

So why have they gone to the trouble of hiding their ownership with Pacific Vista?

You haven’t quite reached the center of this maze, but you’re definitely closer than you were before.

And that’s what worries you more than anything else so far.

If there are even more layers to this, who knows where it could lead.

And worse, what it could mean for you if you’ve managed to land yourself on their radar.
>>
>>4944549

Another item on your agenda is dealing with Clara.

She’s the only person on the crew that knows about your….situation.

Honestly, you aren’t even sure if you count as a mutie or not.

Out of curiosity, you’ve done some reading on how mutant powers manifest, and yours don’t quite meet the criteria. The majority of them are either evident from birth, or triggered by some kind of stress.

Granted, you had been in a gunfight shortly beforehand, but if that were the case, why would it kick in twenty minutes later?

Who knows. Whatever you are, Clara knows about it and she’s done you a solid by keeping it to herself.

The least you can do is give her a proper explanation.

So, you call her up and invite her over to your apartment to hash it out.

She sounds surprised, but agrees when you mention that you owe her a talk.

To help break the ice a bit, you whip up something to eat and break out some of the booze stolen from the Danube.

That way, you can show your appreciation and hopefully keep on her good side.

She knocks on your door about an hour later, and you usher her inside.

Once you both get settled in, you break it down for her.

That you’re in Madripoor because you have nowhere else to go.

How your abilities manifested during the raid.

The bitter irony of your abilities given the fate of your home.

Maybe it’s connected, maybe it’s just a sign that the universe has a twisted sense of humor.

You don’t mean to unload all of this on her, but you’ve been shouldering all of this on your own for some time. It’s….nice being able to talk honestly.

Clara listens to your story with a patience you’re not used to seeing from her, and you can tell that you’ve made an impact.

She tells you a bit about her own past; that she was dumped on the streets at a young age and eventually picked up brawling and thieving to get by.

When you ask if she plans on outing you, she just laughs and punches your shoulder.

“Your secret is safe with me. After all, your grub isn’t half bad. Be a shame to have to find another slop-jockey to take your place.”

Her tone turns to a mix of both serious and sympathetic.

“Just keep in mind that we’re a crew; we need to trust each other. You might want to start thinking about letting Duke and Hans in on it. They’re good guys. Anyhow, thanks for the meal, I’ll catch you later.”

(CONT. Only one more, I promise.)
>>
>>4944551

Lastly, you try to find the safe’s specs in the hopes that it would make cracking it a bit easier, but no dice. Either it’s not publicly available information, or the model is too obscure to find.

It took a bit of hauling, but you managed to cart the damn thing back to your apartment where you can work in private. That way, Duke can’t walk in on you while you work..

You spend a few hours trying to get it open, but it’s still refusing to budge.

Though your fine motor control over the tendrils is improving, it’s still not precise enough to jimmy the safe open.

Similarly, while blasting it open grows increasingly tempting, you lack the control necessary to avoid ruining the contents.

Still, you can feel a tangible improvement.

After all, practice makes perfect. You’ll get it eventually, just not today.

The safe will meets its reckoning in due time.

(Roll me some d100s on how scavenging the Reaver lab goes. Since this is a reward, a failure will be counted as a partial success. DC: 45)

(Last post of the night, I'm beat. Apologies for the wall of text, but I got in the groove.)
>>
Let’s see what we got here and hopefully we can keep working on our fine control with opening safes even after we get this one open. After all being able to open locks on demand is hella useful for pirates and the less lawfully alined
>>
Rolled 87 (1d100)

>>
Rolled 4 (1d100)

>>4944553
>>
Rolled 72 (1d100)

>>4944553
>>
>>4944565
>>4944732
>>4944809

Regular success, writing. Update may take a little longer than usual, have a couple things to do today.
>>
>>4944548
>and worst of all; French
dear GOD, working under a french chef must be traumatizing
>>
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>>4945342

Once LL&L fork over the location of the abandoned Reaver lab, you drive over to see what you can recover.

You aren’t really familiar with the Reavers, so you asked Duke about them.

According to him, they’re some group of anti-mutant cyborgs.

Real nasty bunch of customers supposedly.

They used to have a more organized presence on Madripoor, but they rubbed a few too many people the wrong way.

Ended up getting pushed off the island by some coalition or another.

Most of their holdings were seized, but they must’ve been able to keep a few locations secret.

Like this one, located near the outskirts of Lowtown.

There’s a reason that the name “Madripoor” refers to both the city and the island as a whole; the city is the only civilized point on it.

For all intents and purposes, the city is the island.

There are plenty of local superstitions about the jungle and its various dangers. Everything from man-eating predators to vengeful spirits.

Evidently, some people believe it to the point that they’d rather take their chances in the slums than live on the tenuous border separating civilization from wilderness.

Despite yourself, you shiver a little bit when you stare into the dense jungle overgrowth.

Anyhow, the lab looks to be a pretty small facility, which would explain how it managed to stay under-the-radar for this long.

The door is locked electronically, but the building luckily still has power. Saves you trouble of having to look for a generator.

You punch in the door code LL&L were kind enough to furnish you with, and start to sweep the building.

Priority number one is making sure that you are the only occupant.

That fear is quickly assuaged when you notice the layers of dust covering virtually everything in the building. Looks like this place has been vacant for a long time.

Judging from the dust and the way furniture is scattered everywhere, the Reavers were in quite the hurry to evacuate their projects.

They weren’t kind enough to leave you a terminal or any kind of machinery, they must’ve ripped that stuff when they fled.

However, it looks like they didn’t have the time to bring everything.

In an abandoned workstation, you find a high-powered, wrist-mounted harpoon. According to some scattered notes left behind, it’s fairly simple to operate.

Aim, fire, hook something, and either reel it in or get reeled towards it. Should give your mobility a boost once you get the hang of it.

A similarly interesting passion project you discover is a high-tech diving suit. In addition to a bit of armoring, it’s equipped with a portable rebreather.

Said rebreather boasts a self-repairing C02 scrubber coupled with a near-instant oxygen replenishment system.

In more simple terms, possessing this diving suit means that can perform covert frogman chicanery for as long as you could ever possibly need.

Overall, a productive choice.

(CONT.)
>>
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>>4945433

After tinkering with your newly acquired equipment, you head back to your apartment to fix dinner and catch a few winks.

However, you have yet another of your strange dreams, and that weird turtle-snake thing makes an appearance.

This time though, it’s different.

Before, it was if you were in a white void of some kind, bereft of any environmental clues.

Now, you’re in some kind of ancient ceremonial chamber, overlooking a dais.

Even though it never speaks, you have a bolt of intuition that the turtle-snake wants you to find something.

Maybe this is its way of giving you a clue?

When you wake up the following morning, there’s a map, yellowed with age, laying on your bed.

For your own peace of mind, you decide to discard the implications of how it got in here in the first place and take a closer look at it.

It looks to be a map of the island, easily hundreds of years old. No makers mark, no country of origin, nothing that could help identify the cartographer.

The map is surprisingly detailed, encompassing most of Madripoor’s jungle and the plethora of brownwater rivers that snake their way through said jungle.

Before your eyes, a black X appears on the map, in….

> The center of the island.

> The southern part of the island.

> The western part of the island.

> The eastern part of the island.

It seems bizarre, but you almost feel….drawn to the location somehow. It doesn’t make any sense, but it’s sure to drive you nuts if you try to ignore it.

Hey, you’ve got some shore leave anyways, might as well make it interesting.

Best not to go half-cocked though, you’ll need a skiff, provisions, munitions, etc. Shouldn’t take more than a couple days, but you never know.

Speaking of preparation, do you invite anyone to come with you?

> Yes, backup always comes in handy. (Include crew)

> No, this strikes you as a solo act.
>>
>>4945434
I dunno which direction to pick. South maybe?

> Yes, backup always comes in handy. (Include crew)

Clara, also character development, we will ask her on how she thinks the rest of the crew would handle us telling them our secret and how well can everyone keep things on the downlow.
>>
>>4945434
>> Yes, backup always comes in handy. (Include crew)
it should be the north because of the black turtle of the north that we see but i'll settle for the middle
>>
>>4945434
> No, this strikes you as a solo act.
>>
>>4945509
Fine go north, idc. I jsut want to avoid populated areas.
>>
>>4945513
>>4945570

North isn't an option for a reason, I promise. There's a method to my madness.

In terms of populated areas, pretty much everything outside the city limits might as well not exist. Maybe a couple hermits here and there, but the vast majority of it is too heavily jungled for expansion to be feasible.
>>
>>4945594
Back 2 south then.
>>
I've had some IRL stuff pop up, I'll close the vote at noon-ish tomorrow.
>>
>>4945434
>East
> Yes, backup always comes in handy. (Include crew)
I figure now's as good a time as any to let em know about the magic powers and lure them in with the chance this also gets them magic powers.
>>
>>4945434
>The southern part of the island
>No, this strikes you as a solo act
>>
>The southern part of the island
>No, this strikes you as a solo act

Why not, if we can’t go north go the opposite direction. Also I have a feeling this is a Avatar last air bender spiritual journey type thing. Probably best not to get our crew involved.
>>
Rolled 6 (1d10)

>>4945460
>>4945509
>>4945513
>>4945905
>>4946340
>>4946579

Alright, the South and inviting your crew along wins.

1 = Loss of direction
2 = Animal attack
3 = Nothing
4 = ???
5 = Nothing
6 = Ruins
7 = Nothing
8 = Engine troubles
9 = Bandit camp
10 = ???
>>
>>4946599
>ruins
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
>>
>>4946599
>>4946620
Jackpot?
We can retire and do guide tours with the ruins if we wanted and make a little tourist trap with hotels!
>>
>>4946599

The map ends up displaying a black X located in the southern part of Madripoor’s jungle.

If it’s to be believed, there’s a nearby river you can use to get close, before making landfall and covering the rest of the distance on foot.

It’ll easily be a week or so there and back, longer if you’ve gotta drag something big out of there.

With this new development, you call a general meeting and present the map, deciding not to mention where you found it. That would require another long conversation that you’re not quite sure Hans or Duke are ready for.

Once you’ve finished your pitch, you look to see how the rest of the crew takes it.

Hans passes on this one, he’s not comfortable with leaving the PT boat without someone to keep an eye on it.

Duke also declines, but for a different reason.

Fear.

He tries to play it off as a joke, that’s he’s too busy chasing leads to come along, but you can tell he’s rattled. He must really have some bad memories of the place.

Thankfully, Clara is onboard. According to her, the idea of an old-school treasure hunt is too exciting to ignore.

Now that you’ve got a concrete idea of idea of who’s accompanying you; the next step is to start gathering all of the various supplies necessary for a jaunt into the jungle.

By the end you’ve got a skiff, food, gasoline, a couple weapons from the armory, ammo, an emergency medical kit, and a few other miscellaneous utility items.

Duke was kind enough to donate the medical supplies, and Hans loaned you the old skiff.

You set off at first light, along with Clara.

Duke was nice enough to see you off, reminding you one more time to keep your head on a swivel out in the jungle. Apart from your map, it’s virtually uncharted terrain. If you get stranded out there, nobody’s gonna be able to find you.

You assure him that everything’s going to be fine, before setting off; cruising down the river into the maw of the jungle.

(CONT.)
>>
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>>4946642

https://www.youtube.com/watch?v=EbI0cMyyw_M

So far, the expedition has been going pretty well. The last few days have been pretty quiet, nothing of real importance to note.

It’s proven to be a decent bonding experience with Clara. Apart from keeping an eye on the river currents, you’re left with a lot of spare time filled with idle conversation.

The topics are varied. At first, Clara was surprised you knew how to pilot a skiff, so you talked a bit about your idle youth.

In turn, she regales you with a couple of her funnier career highlights.

Inevitably, the topic turns to the secret you’re harboring.

When asked about how the crew’d take the news about your condition, she’s pretty quick with an answer.

“Duke’s solid as can be. Do I think he’d have hired you if he thought you were a mutie? Doubtful. But now? You’re part of his crew, he’s not gonna boot you off unless you really fuck it up. As for Hans, your guess is as good as mine. The guy definitely knows how to keep his mouth shut, that’s for sure.”

When you round yet another bend in the river, you spot something weird.

Looks to be some kind of ruined temple, weathered and crumbled from the harsh terrain.

“Clara, you seeing this?” You bark, rousing her.

“Huh? Oh yeah, I see it. This what we’re looking for?”

After consulting the map, you conclude that this isn’t what you’re looking for, given that there’s still plenty of landmarks you haven’t encountered yet.

Still, it’s an opportunity.

What would you like to do?

> Ignore it and keep on your route. You’ve got enough ground to cover as it is.

> Make a detour and check it out. Maybe it’s related to what you’re searching for?

> Other?
>>
>>4946643
>> Make a detour and check it out. Maybe it’s related to what you’re searching for?
> Make a detour and check it out. Maybe it’s related to what you’re searching for?
>>
>>4946643
> Make a detour and check it out. Maybe it’s related to what you’re searching for?

obviously we're not ignoring the ruins. Also, are we banging Clara or what?
>>
>>4946643
> Make a detour and check it out. Maybe it’s related to what you’re searching for?
>>
>>4946698
>>4946741
>>4946775

Roll me 2d100s, DC: 60 and 85 respectively.

>>4946741
I figured the option should be offered at least. And no.
>>
Rolled 46, 11 = 57 (2d100)

>>4946859
Oooh boy I can't wait to fail
>>
Rolled 264 (1d1002)

>>4946859
>>
Rolled 84, 24 = 108 (2d100)

>>4946859
DEATH DEATH DEATH
>>
Rolled 48, 52 = 100 (2d100)

>>4946859
>>
>>4946865
>>4946873
>>4946898

A partial success and a failure, writing.
>>
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>>4946904

“I think we should stop and see what we can find. Maybe it’ll help point us in the right direction.”

Clara shrugs.

“Works for me. Just be careful, the thing looks like it could come crashing down at any time.”

With your decision made, you anchor the skiff to the shore, climb off, and move to enter the temple ruins.

Just to be safe, you bring your combat kit with you.

One of the first things that catches your attention is how large these ruins are.

Judging from the number of collapsed corridors and blocked paths, this temple used to be a lot bigger before its collapse.

As you explore, you notice a few symbols scrawled on the wall. Neither you nor Clara can interpret them.

Wrapped in thought, you narrowly avoid stepping on a deceptively hidden pressure plate, god knows what that would’ve activated.

With some careful maneuvering, both you and Clara keep a sharp eye out and avoid stumbling into the handful of traps populating the ruins.

There are a couple close calls, but thankfully nothing.

Once you finish the last of your sweep, you’re disappointed by the lack of treasure.

Damn. Looks like this place got plundered already.

But, you do find something interesting among the rubble; an old leather journal.

No author, no title. Most of looks like it was written by a lunatic with a doctor’s handwriting.

The early chapters are strange, mostly a load of vague rambling about mysticism and ancient traditions.

The middle is when things start to get weirder. The tangents become more and more off-the-rails, the already shaky handwriting degenerates, and it constantly refers to “places of power” and that “the cycle must remain unbroken.”

The final pages are just the exact same phrase, written over and over.

The stars must align, else all is lost

Wonderful, just the kind of thing you’d like to find while searching a creepy old temple in an untamed jungle.

Couldn’t ask for a better omen.

Disappointed, you and Clara re-trace your steps back to the river and decide to make camp. Navigating in the dark is too much of a risk, you'll continue the expedition in the morning.

(Next update'll be tomorrow, thanks for reading.)
>>
>>4947016
>an old leather journal.
In this weather, with this humidity, and this environment?
Its magic ain't it?
>>
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>>4947016

Once day breaks, you and Clara pack up camp and continue to ride the river south.

At one point, it pops into your head that you are in an incredibly humid and wet biome. In other words, that journal should be more shriveled than an old man in a hot tub.

Either it hasn’t been there for long, or something else is responsible for maintaining it. Regardless, something’s not right.

Despite your spike of caution, the remainder of the nautical part of the journey proceeds without incident.

Just like before, you anchor the skiff to the shore and offload your gear, setting off on foot.

The trek only takes a few days, but they are a long few days.

The heat of the jungle is oppressive, and you have to make frequent stops to recuperate.

Could be worse, at least you’ve got a somewhat concrete path to follow. It’d be much worse if you had to blindly hack and slash your way through the dense foliage.

You start to lose hope a bit, beginning to worry that this entire scheme was nothing but a waste of time and energy.

Then suddenly, you spot something.

A small shrine, still standing against the incursions of the jungle.

This has to be it.

(CONT.)
>>
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>>4947739

With a word to Clara, you both begin to search for anything valuable.

On your end, it’s another bust. Nothing besides a load of withered old offerings and a couple pieces of junk.

When you regroup with Clara, you ask how the search went on her end.

“Nothing special, all I found was this old thing.” She says, pulling a brass bell out of a satchel.

The same brass bell that you saw back on the Brunswick.

How the fuck did it get all the way out here!?

“Here, take a look.” She says, tossing it your way.

“Clara, don-“ Your attempt to stop her is interrupted when you instinctively catch the bell.

And suddenly, you are no longer in the jungle.

Instead, you’re in some kind of rocky desert, one that has a waterfall somehow.

Your weapons are gone, as are your backup supplies. Still got the grappling hook though, which is good. Means you’ve got something to work with.

First order of business; where the fuck are you, and why are you here?

The answer to half of that question makes itself known shortly.

You hear a godawful screeching and bellowing, before a large fiery-red bird crests over the horizon, headed directly for you.

Wasn’t expecting this when you rolled out of your cot this morning, but this is where you’re at now.

You attempt to…

> Snare one of the wings with a tendril and screw up its trajectory.

> Snipe at it with high-pressure bolts of water.

> Lure it in closer, and trap it in a sphere of water.

> Harpoon it with your wrist grapple.

> Other?
>>
>>4947741
>> Snipe at it with high-pressure bolts of water.
the sooner we can control pressure the better
>>
>>4947741
> Lure it in closer, and trap it in a sphere of water.
Do we still have our clothes?
>>
>>4947831
Yes, you do. You've only been stripped of your firearms and equipment, barring the wrist-mounted harpoon.

By supplies, I should've specified stuff like first aid, food, ammo, that sort of thing.
>>
>>4947741
> Harpoon it with your wrist grapple
why not use the one weapon we have?
>>
>>4947741
> Snipe at it with high-pressure bolts of water.
>>
>>4947791
>>4947889

Alright, roll me some d100s, DC: 75
>>
Rolled 48 (1d100)

>>4948046
MOAR FAILURES
>>
Rolled 89 (1d100)

>>4948046
>>
>>4948053
BOOYAH MOTHERFUCKER
>>
Rolled 62 (1d100)

>>4948046
>>
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>>4948051
>>4948053
>>4948092

Something tells you that letting that thing make an uninterrupted approach is probably a bad idea.

With that in mind, you use the pool formed by the waterfall as a source; shooting several high-pressure bolts of water at the creature like a bastardized anti-air cannon.

As you would’ve expected, it dodges your initial shots with ease, but you start to draw a bead on it.

The bird closes in for the kill, but you’re prepared.

It takes a couple volleys, but you figure out its dodging patterns and nail it after it zigs when it should’ve zagged.

The shot punches a neat hole in the one of the wings, sending it crashing to the ground a fair distance away.

But like some kind of demented ostrich, it proceeds to pick itself up and charge at you in a full sprint, retaliating by spitting a gout of fire in your direction.

You respond by…

> Grappling away with your wrist-harpoon. It’s a tough maneuver, but it doesn’t use any of your power.

> Intercepting the fire with a blast of water. Somewhat difficult, somewhat draining.

> Forming a protective shield to block the flames. Easy, but wasteful.

> Hooking yourself with a tendril and attempting to ride the waterfall upwards. Difficult, but it’ll leave you in a good tactical position if you can pull it off.

> Other?
>>
>>4948204
>> Grappling away with your wrist-harpoon. It’s a tough maneuver, but it doesn’t use any of your power.
>>
>>4948204
> Grappling away with your wrist-harpoon. It’s a tough maneuver, but it doesn’t use any of your power.
>>
>>4948213
>>4948231

Alright, roll me some d100s, DC: 65
>>
Rolled 34 (1d100)

>>4948253
>>
Rolled 39 (1d100)

>>4948253
>>
Rolled 99 (1d100)

>>4948253
Rolling again.
>>
Rolled 52 (1d100)

>>4948253
Fuck you Vermillion Bird!
>>
>>4948452
Nvm, take this roll instead, lol
>>
>>4948254
>>4948440
>>4948452

I'll take this roll, just this once. In the future, please wait for me to explicitly ask for a re-roll. I appreciate the enthusiasm though.

Anyhow, I'm wiped. I'll try to have something out on Saturday night.
>>
>>4948467
Sorry, was impatience over 4 hours between first roll and mine. But ok, no more double rolling from me.
>>
Love this quest and sad I can’t post often cause of work not having WiFi but keep up the great work guys
>>
>>4948653

Thanks, anon. I always enjoying hearing that.

>>4948467

In just the nick of time, you grapple away from the oncoming burst of fire, the flames lapping at your heels.

Your destination leaves you anchored to the side of the canyon wall, about halfway between the ground and the top of the waterfall.

So far, so good. Wasn’t expecting to run into a bird that spits fire like some kind of bootleg chicken-dragon hybrid, but life is all about surprises.

Maybe it's about time you deliver a couple of your own.

You’re definitely doing better than your opponent. Barring a couple scrapes and bit of singeing, you’re perfectly fine. You’ve still got plenty of juice in the tank too, which leaves you with plenty of options.

Now that the momentum has shifted back into your favor, you…

> Use the waterfall to your advantage, and strike the bird with a massive wave. Simple, but draining.

> Locate and use a pool of groundwater to strike it from below. Hard, but doable.

> Taunt it and have it focus on you, while simultaneously snaking a few tendrils into its blind spot. It’ll be a bitch and a half to pull off, but could end this fight before it gets uglier.

> Keep blasting it with high-pressure bolts of water. Should do some damage, without depleting your reserves too much.

> Other?
>>
>>4949383
> Taunt it and have it focus on you, while simultaneously snaking a few tendrils into its blind spot. It’ll be a bitch and a half to pull off, but could end this fight before it gets uglier.
>>
>>4949383
>Use the waterfall to your advantage, and strike the bird with a massive wave. Simple, but draining.
>>
>Use the waterfall to your advantage, and strike the bird with a massive wave. Simple, but draining.

More training in wearing down big opponents with our powers isn’t that bad and it’s a safe play imo
>>
>>4949696
>>4949954

Alright, roll me some d100s, DC: 40

I'll try to get another update out tonight if I've got the time.
>>
Rolled 56 (1d100)

>>4949980
>>
Rolled 15 (1d100)

>>4949980
>>
Rolled 38 (1d100)

>>4949980
>>
>>4949996
>>4950003
>>4950079

So, the oversized turkey can throw fire around. That’s fine by you, you happen to know just the suitable retaliation measure.

And if it’s not a fan of getting wet, it’s really not going to like this one.

With a great deal of energy and focus, you manage to leverage the roaring waterfall to your benefit, shaping its natural descent for your own violent ends.

The ensuing wave savagely buffets the bird, throwing it like a ragdoll into a rocky wall.

Shakily, it rouses itself to its feet/ talons / whatever birds have, visibly worse for wear.

The impact seems to have concussed it somewhat, leaving you with enough time to continue thrashing it.

Looks like you’ve got it on the ropes, what’s the next move?

> Manipulate the waterfall’s velocity, and speedball yourself into the bird with your wrist harpoon. Minimal power cost, but it’ll hurt like a bitch even if you pull it off.

> Put everything you’ve got into a high-powered blast. It’s a guaranteed kill, but you’ll be running on empty if you fuck it up.

> Envelop the bird in a large sphere of water and crank up the pressure. You’d be reaching the upper limits of what you can control, so you’ll have to be careful.

> Snare the damn thing and try to snap its neck with a tendril. It’ll take some fine control to pull off successfully, but it’s possible.

> Other?
>>
>>4950562
>> Put everything you’ve got into a high-powered blast. It’s a guaranteed kill, but you’ll be running on empty if you fuck it up.
>>
>>4950562
>> Put everything you’ve got into a high-powered blast. It’s a guaranteed kill, but you’ll be running on empty if you fuck it up.
>>
>>4950562
> Envelop the bird in a large sphere of water and crank up the pressure. You’d be reaching the upper limits of what you can control, so you’ll have to be careful.
Birds don't fly as much when it's humid. Even if this fails, the water will cripple its flight ability until it wastes magic/energy drying off.
>>
I'll close the vote at noon-ish on Monday, gonna grab some sleep.
>>
>>4950562
>Envelop the bird in a large sphere of water and crank up the pressure. You’d be reaching the upper limits of what you can control, so you’ll have to be careful.
>>
>>4950562
> Put everything you’ve got into a high-powered blast. It’s a guaranteed kill, but you’ll be running on empty if you fuck it up.
fuck it
>>
>>4950569
>>4950627
>>4950991

Roll me some d100s, DC: 50
>>
Rolled 62 (1d100)

>>4951141
>>
Rolled 97 (1d100)

>>4951141
>>
>>4951389
>>4951446

Go ahead and roll once more, been kinda slow today.
>>
Rolled 31 (1d100)

>>4951499
sure thing, /qst/ is a slow board QM don't let it bother you too much
>>
>>4951389
>>4951446
>>4951500

https://www.youtube.com/watch?v=26BVoCAEK08

You’ve got it grounded, stunned, and out of its element.

If you’re going to put it down for the count permanently, you couldn’t ask for a better moment.

Whittling it down has gone well so far, but it’s not going to finish the job.

For that, you’ll need something bigger.

Before it can recover, you carefully climb down to the ground and hurry over to the small lake at the base of the waterfall.

Using everything you’ve got left in the tank, you pull a substantial amount of water from the lake, funneling it like a shell being loaded into an invisible howitzer.

It’s difficult, but you power through with relative ease, managing to pressurize the water to a hazardous degree.

The bird, perhaps sensing danger, attempts to dodge your aquatic artillery, to no avail.

With a mental command, the jet of water rockets forward, punching a massive hole in the bird’s chest and sending it crashing to the ground.

You stagger, exhausted by the depletion of your reserves, desperately hoping that you managed to finish the job.

If not, you’ll be easy pickings.

The bird does not stir, and after a few moments of mixed desperation and hope, you allow yourself to relax and bask in victory.

This proves to be a mistake when your body begins to rapidly heat up. At first it’s just uncomfortable, but quickly spirals into absolute agony.

As you writhe in pain, you can practically feel your blood boiling. Then, like a switch was flipped, your internal temperature falls back to normal levels as if nothing had happened.

Before you have the chance to consider the ramifications of what just happened, you’re back at the jungle shrine.

Your abrupt arrival spooks the absolute shit out of Clara.

“Jesus, where the fuck did you go!?”

“It’s a long story.” You manage to croak out.

Clara notices the scorch marks and various cuts / bruises.

“You need anything patched up, or are we good to leave this freaky place?”

“I’m fine. In fact…..”

Suddenly, you feel incredibly energized, like you hadn’t been brawling in the desert with a vicious monster.

https://www.youtube.com/watch?v=RLG1ys2CGcI

With a flourish, you pull a small amount of water from your canteen.

Almost instinctively, you begin heating the water, creating a stream of boiling water.

With a bit of effort, you proceed to reverse the process; freezing the water and allowing you to impale a nearby tree with an impromptu ice spear.

Oh yeah, you can work with this.

> You’ve gained the power of Thermal Manipulation! Your control is still limited to water, but it’s still a step forward.
>>
>>4951637

That’s all for today, unfortunately. I’ve got to get ready for a trip that’ll keep me away from my computer until Friday.

As compensation / because they’ll be fun to write, pick 2 interludes. I’ll close the vote when I get back.

As always, thanks for playing.

> Cooking with Cutthroats (Include a recipe, otherwise I’ll pick one myself.)

> Project Weekday - Monthly Operation Report and Cash Flow

> Treading Water

> Karmic Retribution

> Heart of Darkness


In the meantime, how are you liking the quest so far?

Are there any outstanding questions, anything you’d like to see more / less of?

Any problems with the formatting or similar elements?
>>
>>4951641
>> Treading Water
>> Karmic Retribution
Thanks for running!
>>
>>4951641
> Cooking with Cutthroats (Include a recipe, otherwise I’ll pick one myself.)
Gumbo, and seafood themed. Maybe throw in some sushi.

> Karmic Retribution

No option for World News and events?
>>
>>4951641
> Cooking with Cutthroats (Include a recipe, otherwise I’ll pick one myself.)
yeah, seafood

> Heart of Darkness
>>
>>4951641
>> Cooking with Cutthroats (Include a recipe, otherwise I’ll pick one myself.)
> Karmic Retribution
>>
>>4951641
Good quest, keep up the work
>>
>>4951641
>cooking
I’m having a bit of trouble finding a fancy enough recipe on google.
Maybe some sort of flambé? Or you do that sous vide thing with our powers as practice? We got that chef training. We should make ourselves the pirates secretly with the best food on the entire island.
>heart of darkness
I was very tempted to see karmic retribution but I feel like I won’t like the consequences to hit back so quickly.
>>
>>4953313
>a fancy enough recipe
just go with lobster. Can have all kinds of shenanigans with lobsters.
>>
>>4953718
Only if we have it lay on the corpses of a dozen little shrimps (de-vined of course)!
>>
>>4951670
>>4951697
>>4952067
>>4952222
>>4953313

Alright, looks like Cooking with Cutthroats and Karmic Retribution win.

To make sure I'm on the same page, everyone good with a seafood theme?

As for the world news question, I was planning on folding a couple things into the interludes or the stuff afterwards.

Session will resume on Monday as I am incredibly jet-lagged, interludes will also hopefully be done by then. If I finish early, I'll post them over the weekend.
>>
>>4957047
I'm Hungary! Get cooking already!
>>
>>4953718
Lobster becomes toxic almost immediately after it dies from all of the bacteria,so it’s not a very good ship food unless we cook it immediately after catching it.
>>
>>4957047

Karmic Retribution

As you lay in your hospital bed, the only thing that you can focus on besides the pain is the humiliations you’ve endured.

Your property? Stolen.

Your guests? Abducted.

Your reputation? Wrecked.

Hell, even the Danube is ruined.

Those pirates just let her drift off, like some kind of garbage barge. Without direction, it inevitably ran aground on a small sandbar, and a horde of scavengers descended on her carcass like starving vultures.

The triumphant victory cruise commemorating your recent successes has morphed into a career deathspiral.

The entire debacle has made you a laughingstock and pariah to your guests; many of whom you’ve spent ages currying favor with.

But now, your rivals smell blood in the water, and previously loyal clients are abandoning you left and right.

In your business, posturing is everything, and yours has been neutered.

The cherry on top is the news that you’re being accused of “reckless endangerment” because the Danube was attacked in dangerous waters. What a joke, maybe if those lazy bastards at the coast guard did anything besides sit on their ass and collect bribes this would’ve never happened.

You’ve prepared for this sort of disaster; but there’s a fly in the fucking soup.

The safe.

The senior partners made a “request” that you keep the contents secure for the foreseeable future. You have no clue what it is, and you don’t want to know; the only certainty is that should its loss be discovered you’ll forfeit a lot more than your career and corner office.

The Danube may not have been the best hiding spot in hindsight, but that particular mistake lies with the the knuckle-draggers on the security detail. If you had a bit more warning, you could’ve barricaded yourself in the panic room and signaled a response team.
>>
>>4958685

While stewing, you inadvertently tense your muscles, causing your multitudinous injuries to flare up.

The medicine helps to keep the pain down, but as for your mental state? You’re incandescent with rage.

This is a fucking outrage.

Because some uppity, parasitic, gutter trash decided to crash your party, you may just lose everything you’ve ever worked for.

One thing is certain;This will not stand.

They think they can fuck with Kurt Ziegler and just walk away unscathed!? Somebody needs to put these cockroaches in their place.

https://www.youtube.com/watch?v=8n3ZiFHluMs

You may not be able to do it yourself, but that’s fine. All you need to do is find a pro and make it worth their while.

In the meantime, you need a smokescreen, something flashy that’ll buy you some time to think. In your dealings, you’ve made a few contacts that could be leveraged. When enough connected people make a big enough stink, you could be able to force some kind of tangible action. Maybe some kind of anti-piracy initiative.

Yeah, that’d do the trick, corral the rats into their stinking hovels while you search for something that’ll put them out of commission permanently.

Can’t use company resources, otherwise a lot of uncomfortable questions are going to be asked. You’ll have to dip into your own war chest for this one.

It’s not going to be cheap, and you’re going to owe a mountain of favors to people you wouldn’t even want to borrow a stick of gum from. But as long as you can keep your head above water, you might just survive this.

And hopefully, you’ll be able to make an example of what happens when somebody threatens your business.
>>
Cooking with Cutthroats

The return trip from the jungle was generally uneventful. Clara was a little disappointed at the lack of fabulous treasure, but you assured her that there’s always next time. Besides, it’s nice to enjoy nature every now and again.

She threw the nearest heavy object at you for that last comment.

Once back in Madripoor proper, you return to your general duties as ship’s cook and dogsbody.

Speaking of cooking, a few changes are being experimented with.

Generally, you either leave food in the communal fridge or deliver it to the radio room / engine room / armory for Duke, Clara, and Hans respectively.

However, Duke’s been pushing for the crew to have at least a couple of meals together each week as a bonding exercise.

He even went to the trouble of installing a little TV in the galley so that there’s a bit of background entertainment. After getting your permission of course, given that it’s your domain.

Given the impromptu shore leave, Duke has all the excuses he needs to make a proper go at a coordinated crew dinner.

As a favor to him, you decide to go the extra mile and whip up an old recipe from your days working at the restaurant. Folks back home used to rave over your seafood gumbo. It’s an old recipe that one of your ancestors who traveled to America came up with. Some of the old-timers used to scoff about how it’s been bastardized, but that only makes it more appropriate for the Madripoor palette.

Sourcing quality ingredients is always a hassle, but your raid on the Danube has left you with some primo stuff to work with.

https://www.youtube.com/watch?v=nu7xqVwH0Oc

Shrimp Stock:
1½ pounds shrimp (51-60 ct), with heads and shells
1 onion, halved
2 bay leaves
6 sprigs fresh thyme
¼ teaspoon cayenne
2 tablespoons Old Bay seasoning
2 lemons, halved and squeezed
2½ cups cold dark beer

Gumbo:
½ cup vegetable oil
½ cup all-purpose flour
2 yellow onions, chopped
1 celery stalk, chopped
1 red bell pepper, chopped
6 garlic cloves, finely chopped
1 pound frozen chopped okra
1 teaspoon salt
½ teaspoon cayenne
½ teaspoon Old Bay seasoning
1 (15-ounce) can chopped tomatoes, drained
2 bay leaves
3 fresh thyme sprigs, leaves striped from the stem
2 quarts shrimp stock
1 pound Andouille sausage, cut into ¼ inch slices
1½ pounds reserved peeled shrimp
Chopped green onions (garnish)
>>
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>>4958689

This’ll also be a good opportunity to experiment with your powers. It does feel a little weird using your abilities for something as mundane as cooking, but practice is practice.

Once you get your various ingredients and tools readied, you get cooking. Phase 1 is the shrimp stock, essential to any respectable seafood gumbo.

The first thing you do is peel and de-vein the shrimp, before tossing their heads and shells into a large stock pot. Not to worry, they’re just there for flavor. It’ll get filtered out of the final product.

Once that’s done, you add the onion, bay leaves, thyme, cayenne, Old Bay, and lemons to the pot.

Next, you 7½ cups of cold water before instinctively beginning to heat it using the stove burners.

But wait, you’ve got a much more efficient option at your disposal!

You cut out the middleman by carefully raising the water’s temperature, achieving a nice, slow boil.

It’s a bit of a pain to keep it steady for the 45 minutes the recipe demands, but it makes for good practice.

Once the shrimp stock is ready, you strain it through a sieve to remove the aforementioned detritus; heads, shells, etc.

To help cool the stock down and add a bit of flavor, you pour in the beer and mix it in. Once properly mixed, you set the now-tepid stock aside and focus on Phase 2; the gumbo.

In that vein, you start by heating vegetable oil at medium-high heat for about 2 minutes. Regrettably, the oil refuses to be manipulated like water, forcing you to do it normally.

After the 2 minutes are up, you lower the heat to medium before meticulously stirring in flour with a wooden spoon manipulated with a water tendril. As you work, you take care to dislodge any lumps that begin to form.

After about 25 minutes of stirring, you add the onions, celery, bell pepper, garlic, and okra; before seasoning the roux with salt, cayenne, and Old Bay. Oughta give it a bit of kick.

Once seasoned, you mix in the tomatoes, bay leaves, and thyme. Next up, you cook for 10 minutes to soften the vegetables, stirring every now and again to keep it from settling.

Now for the finale.

You pour in the shrimp stock mixture, maintaining a slow, steady stream and cranking the heat up to high and boil it. Too many things to micromanage at this stage, so your powers take the backseat.

Once at a roiling boil, you reduce the heat to medium-low, and let it simmer for a half hour; skimming any foam that rises to the surface.

Lastly, you stir in the sausage, let it simmer a bit, and stir in the shrimp. For added seasoning, you add a sprinkle of salt, ground black pepper, and cayenne.

Triumphantly. you ladle out generous portions of gumbo over white rice, before garnishing with green onions.

After the customary taste test, you declare it suitable for consumption.
>>
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>>4958692

You present your labor of love to the crew, hoping that they’d recognize the extra-mile you took.

Your worries end up being unfounded.

Duke practically inhales his portion, requesting a total of 3 bowls.

Clara has moderately better table manners, but still comes back for seconds.

As does Hans, who looks the happiest you’ve ever seen him.

Guess good home-style cooking is hard to come by out here.

“Shit, if this whole pirate thing doesn’t pan out, you should open a diner or something.” Clara jokes, ribbing you a little.

Duke nods in agreement, and you even earn a rare sentence from Hans.

“I’d eat there.” He says, quietly.

With dinner done, Clara starts channel surfing, looking for anything interesting.

“Violence in New York tonight, as noted criminal Wilbur Day, otherwise known as Stilt-Man perished in…”

Click.

“Riots in France sparked after a standoff between striking workers and paramilitary security forces turned violent, leaving 7 dead. The Prime Minister has...”

Click.

“Several bombs were detonated in Manilla today, likely in response to the arrest of several suspected mutant sympathizers. The government has issued a strong statement condemning the bombings, calling it “further proof of the moral decline that mutant tolerance fosters,” and calling for a new round of military….”

Click.

“In other news, the United State’s 5th Carrier Strike Group is being deployed to the South China Sea in “support of global maritime security operations,” according to a press release by the US Navy.”

Duke’s normal grin turns a lot more shark-like at this story.

“There has been unconfirmed speculation that this is in response to the rising wave of piracy in the region, with numerous attacks being reported near Indonesia, Singapore, Malaysia, Madripoor, and other coastal states. Just this year, dozens of vessels have been indiscriminately attacked, with millions of dollars worth of cargo and equipment lost to professional piracy. International responses have been mixed.

In celebrity news, famous singer and mutant rights advocate Dazzler has announced a charity tour of Europe, with the proceeds being donated to the Genoshan reconstruction effort. With more on the subject…”

Click. That’s enough news for tonight.
>>
That's all until Monday, let me know what you think.

As an apology in advance, the extent of my cooking prowess begins and ends at ramen and PBJ sandwiches, so please be gentle on me.
>>
>>4958694
Oh no, not Stilt-Man!
>>
Nice. We need to tell the rest of the crew about our powers.
>>
>>4958697
Nice, did you learn to cook after making this?

Though I wish there was more descriptions of them loving our food, and them eating it.
>>
Knew we should have killed that bastard after he started making threats.
I'd probably go the floating restaurant route from one piece if we were to change to that. Land based restaurants would get robbed because we'd actually have to accept cash. Either that or charge hostages for the food and if we somehow get transcendent chef skills we end up with crew discreetly feeding us info on their own ships for when they're hungry.
>>
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>>4958694

Duke gives you a heads-up that the job he's been sniffing out is coming up suddenly, leaving less time than usual to work on your side projects. Guess that expedition in the jungle took a bit more time than you thought it would. Still, it was worth it in the end.

You've tried to check the map for another location to hunt down, but no dice. Guess you'll just have to keep checking back every now and again until it provides you with a new lead.

As for the bell you found out in the jungle, you've secured it in your apartment for now. It's not perfect, but it's the best spot you can think of.

Anyways, how would you like to spend the rest of your spare time before the next job?

(Pick 1)

> Work on cracking the safe. You’ve almost got it, just a bit more ought to do it.

> Pore over that journal you found in the jungle. Might learn something interesting from it.

> Practice maneuvering with your wrist-harpoon. It saved your ass earlier, but there’s always room for improvement.

> Other?


Also, how do you feel about revealing your powers to the crew?

> Let them know the truth.

> Keep it to yourself.


>>4960056
I should've worded that better. I was trying to say "I have no idea how real cooking works, so if I depict something that doesn't makes sense, that's why."

I didn't actually make it IRL because I have the arcane and masterful ability to burn water. Such is my mastery of the craft..

>>4958712
Agreed, the quest is over, the true MC of the setting has fallen. Salute our fallen hero!
>>
>>4960180
>> Work on cracking the safe. You’ve almost got it, just a bit more ought to do it.
>>Tell the crew. Leave out the influence of the artifacts though, tell them it was just the stress of the big guy coming for us.
>>
>>4960257
+1
>>
>>4960180
> Work on cracking the safe. You’ve almost got it, just a bit more ought to do it.

>I have the arcane and masterful ability to burn water.
Only if you misplace the water with oil....
>>
>>4960180
> Keep it to yourself.
Just for a little while longer. Ask some probing questions on their thoughts of mutants.
>>
>>4960257
>>4960309
>>4960431
>>4960432

Alright, cracking the safe and spilling the beans win. Roll me some d100s, DC: 55
>>
Rolled 19 (1d100)

>>4960518
>>
Rolled 64 (1d100)

>>4960518
I see what went wrong. keyboard was skipping out my 1 key when i was typing the dice roll..
>>
Rolled 51 (1d100)

>>4960518
>>
>>4960518
QM, u there?
>>
>>4962013

I am, sorry for the delay today. Had some stuff pop up. I'm still writing, but I'll hopefully be done soon.
>>
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>>4960518

It takes more effort than you’d like to admit, but with careful fine-tuning and the last remaining shred of your patience, you manage to finally jimmy the safe open. At first, you’re a bit disappointed at the seemingly lackluster contents.

Nothing flashy like jewelry, stacks of money, or art; just a small black case.

Upon opening the case, you find half a dozen small darts, each labeled U-1 to U-6. They’re shaped like conventional ammunition, and you could probably use a marksman rifle or something similar to fire them.

There’s a sheaf of paper wedged inside that seems to be some kind of lab report. No author or intended recipient listed. You try to skim through some of it, but it’s all heavy scientific jargon and concepts that fly well over your head. Near the end though, you do find a couple interesting passages.

“Refinement and implementation is proceeding as modeled. Attached are the prototypes of the experimental universal formula. As you know, S.P.I.N. tech has long been bottlenecked by the need to tailor it to specific DNA profiles.

With the universal formula, that disadvantage no longer exists. However, the process still requires additional refinement. Instead of permanent nullification, the universal formula only suppresses power for between 4 - 7 days depending on environmental factors and the mutant in question.

Regardless, this is a major breakthrough. As always, distribute these to trusted agents for field testing and communicate any anomalies experienced in a rigorous and understandable manner.”

Well, that would certainly explain why Ziegler was willing to get smacked around like a cheap piñata rather than give up the codes to the safe.

Now that you’ve got the safe unlocked, it’s a simple enough matter to re-code it to something you can remember.

For now, the safe is the best place to store these darts until you can think it through a bit more.
>>
>>4962158

Just as you finish re-locking the safe, Duke calls a general meeting, signaling the end of your unplanned vacation.

As you drive to the docks, Clara’s words about the necessity of trust keep bouncing around in your head. While you may not be fully comfortable with mentioning the whole “I gained strange and terrifying powers after touching ancient Qing artifacts” stuff, they should be privy to your status.

At the very least, you owe them the basics. Even if it ends up being a mistake, at least you’ll be able to drop the facade a bit.

When you reach the meeting room, you discover that you’re the last person to arrive.

“Alright we’re all here. Before we get into the nitty-gritty, does anyone have anything pressing to discuss?” Duke says.

Clara snorts and shakes her head, clearly bored with the formalities and eager to get started.

Hans just shakes his head.

Well, it’s now or never.

“I’ve actually got something I need to say.”

Duke motions for you to go ahead.

“It’s kinda hard to explain. Maybe it’d be better if I showed you?”

With that, you do a little trick where you launch a tendril from your canteen before changing it into a small stream of water re-filling your canteen.

The words begin to pour out, almost faster than you can think of them.

“Back on the Brunswick, you remember that guy, the one that managed to tank shots from the .50? When he cornered us belowdecks, it’s like something just woke up inside me and I suddenly had these powers. I swear, I would’ve brought it up sooner, it’s just that…”

“I get it.” Duke says softly.

“Am I... you know…” You take a deep breath, determined to see this through to the end.

“Am I still part of the crew?”

“Aurelio, do your powers pose any sort of danger to myself or anyone else in this room?”

“No.”

“Then we’re good. Just be careful, alright?”

You try to read the room a bit, to see how the crew is processing the news. Clara looks nervous, probably because she might have to admit that she’s been covering for you.

Duke seems to be a mix of surprised and excited. He’s always been the pragmatic sort of guy, and your powers present a bevy of opportunities.

Hans’ reaction is the most worrying. After your little display, you caught a flash of shock, anger, and strangely, guilt. You might have to follow-up with him later and clear the air a bit.

Overall, you think they took it pretty well. At least you’ve got a pretty vanilla set of powers, it’d probably be a whole lot more awkward if you constantly emitted neurotoxins or something like that.
>>
>>4962159

“If there’s nothing else to discuss, let’s move on to business. Humor me for a second. What is the single greatest threat to our livelihoods?”

Eager for a less emotional conversation topic, Clara tosses out an answer without a second thought.

“Communication. I’ve seen enough good hauls get pissed down the drain because somebody managed to call for help before we could lock them down fully. Once the coast guard or a regional navy swoop in, it gets a whole lot harder.”

Hans also chimes in with his take.

“Technology. As much as I hate to admit it, we are far behind the curve of most conventional naval powers. Frankly, we don’t have the budget to even attempt to contend with advanced countermeasures.”

“And what if I told you there was a way to even the playing field?” Duke present, dramatically.

“Back on the Danube, I managed to scare up some intel from one of the guests. Apparently, he was related to some executive or egghead that liked to brag about their work. Something like that.

Anyhow, he swore on his life that Shaw Industries and DARPA were coordinating on a revolutionary new electronic warfare device. With it, we’d be functionally invisible to most methods of electronic detection.

In short, this tech will make us a glorified ghost-ship.”

“Fucking fantastic.” Clara says, clearly excited at the notion of becoming a bigger threat.

“There’s just one catch.” Duke mentions, a little sheepishly.

Hans groans. “Of course there is.”

“This tech is currently installed on the USS Ronald Reagan, the carrier and flagship of that strike group that’s been dispatched to break up pirate operations.”

Even Clara’s wary about that one.

“Shit, Duke. It’s one thing to mess with third-world navies, but that’s an actual strike group. That means cruisers, destroyers, picket ships, subs, the whole 9 yards. There’s no way we can approach them without somebody blowing us out of the water.”

“Well, then I guess we better come up with something clever then. I’ve been keeping an eye on them, and I’ve come up with a few possible leads.

I can confirm that an executive from Shaw Industries is onboard to oversee the its performance. According to the rumor mill, he’s an incredibly picky eater. So picky in fact, that a reefer ship of custom ingredients are scheduled to rendezvous with the Ronald Reagan near the Straits of Malacca.

Interestingly, he has also demanded a local gourmet chef for the rest of the voyage, who will board with the reefer ship. I should mention that this tech is for our use only, meaning that we won't be paid, per se.”

After some thought, your plan is to…

> Take the place of the gourmet chef. It’s the role you were born to play.

> Be dropped off nearby in your special diving suit and try to swim to the carrier. Maybe if you mess with the water currents a bit, you’ll be able to do it pretty quickly.

> Attempt to stow-away onboard the reefer ship. Once you make it to the carrier, you’ll have to think on your feet.

> Other?
>>
>>4962164
>> Take the place of the gourmet chef. It’s the role you were born to play.
This is what is all been building up to
>>
>>4962164
I think rather than being the gourmet chef we bribe our way into being an extra assistant chef so that we can skive off when need be.

The diving suit and water currents thing sounds like a possible escape plan. We could even slightly heat some water away from us to around 98 degrees as decoys for scanners and torpedo fire..
>>
>>4962189
> Take the place of the gourmet chef. It’s the role you were born to play.
> Other?
>>4962189
This, we tag along.
>>
Vote'll be closed at noon-ish on Wednesday. It's all but locked in for the assistant chef idea, but I'll leave it open a bit longer for brainstorming. That, and I'm tired.

As a side question, how do you feel about Aurelio's personality? Are you satisfied with the current characterization, or would it stand be fleshed out more?

As always, thanks for reading.
>>
We haven't had to make many character changing choices. So our seemingly neutral personality is okay for now. We can flesh it out slowly as we progress.
>>
>>4962164
> Be dropped off nearby in your special diving suit and try to swim to the carrier. Maybe if you mess with the water currents a bit, you’ll be able to do it pretty quickly.

I'd like to try out the frogman gear.
>>
>>4962518
I hadn't noticed us theoretically becoming more bland as time went on until you mentioned it.
I figured we were sorta a delinquent forced into becoming an actual criminal by circumstance archetype? We rob people to live, not to slaughter people or whatnot. Settling down isn't an option because we've learned the hard way that we have no security in life. We've lost everything in life and we can't forsee retiring or sitting back with something like a restaurant because a disaster will happen and ruin it.
>>
>>4962167
>>4962189
>>4962205

Assistant chef infiltration and frogmen exfiltration wins. Writing.
>>
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>>4962988

Given that a direct approach is tantamount to suicide, you champion the idea of posing as a local chef, with a caveat.

Rather than attempting to masquerade as the chef, you’d prefer to bribe said chef into letting you pose as his assistant or a similar role. That way, you’d have plausible deniability to snoop around the ship somewhat; nobody cares what the kitchen grunts get up to.

From there, it’d be a relatively simple matter to slip your diving equipment into the supplies being loaded on-board, which’ll serve as your escape vector.

Once you manage to secure the tech, you’d change into said diving gear and make your escape to a pre-determined rendezvous point.

You share your thoughts with the rest of the crew.

“It seems solid enough, but I don’t like that you’ll be out there without backup.” Duke muses.

“He can take care of himself. Besides, the more people we send, the greater the chance that the whole thing goes pear shaped.” Clara says, shrugging.

“Keep an eye out for anything else worth swiping while aboard. Since you’ll be doing all of the heavy lifting on this one, I’ve got no issues with not getting a cut of the proceeds.” Duke says, trying to lighten the mood a little.

Hans agrees, as does Clara; albeit a little reluctantly.

With the general course set, Duke makes a couple of inquiries into the identity of the chef most likely to fit the bill.

The man in question turns out to be the head chef at the Princess Bar, a watering hole in Lowtown.

Despite the name and location, Duke assures you that it’s actually a pretty ritzy place. Supposedly, it even gets customers from Hightown, mostly just rich idiots looking to slum with the lower classes for a while.

When you go to check the place out, the line to enter stretches around the block and advances with the speed of an arthritic snail. Unless you happened to be rich or famous enough, then you got to jump the line.

A more perfect analogy for Madripoor there never was.

Philosophical musing aside, it’s not like you were ever planning on going through the front door anyways.

Instead, you elect to try the back entrance first.

As expected of dining establishments everywhere, you encounter a small group of waiters and kitchen hands smoking and discussing the most critical issues of our time; sports, asshole customers, asshole chefs, sports, gossip, rumors, and of course, sports.

After a bit of chatting and sympathizing about asshole chefs, they allow you to follow when they file back inside after you make an offhand comment about being late and trying to dodge the manager.
>>
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>>4963063

The kitchen is bustling when you enter, with the frenetic energy common to high-power kitchens with a discerning clientele.

The cacophony of sounds is overruled by the familiar and ear-splitting sound of something cast-iron smashing into the floor.

There’s a moment of nervous silence, before the lull is broken by a frenzy of yelling, in what sounds to be...

French? Wait a second, you know that voice from somewhere.

With dawning horror, you start to realize just whose kitchen you walked into. Please God, anyone but him.

Your appeal to a higher power above proves to be in vain, as you witness a familiar figure haranguing a junior chef who fumbled the dish.

“THIS IS RUINED! HAVE YOU LEARNED NOTHING!? GET OUT OF MY KITCHEN BEFORE YOU INCOMPETENCE SPREADS! YOU’RE FIRED!”

The junior chef, driven to tears, flees the room.

Unfortunately, the head chef proceeds to watch the disgraced chef’s exit and recognizes you from the set of lessons you managed to wrangle out of him.

“YOU! SLOP-JOCKEY! GET AN APRON AND FILL HIS STATION! NOW!”

Well, this wasn’t exactly what you expected, but you’ll play along for now. It’s not like you can tell him to pound sand; you still need his help.

When you approach the former chef’s station, you find several orders for Beef Wellington, along with the recipe.

At a glance, this recipe is solid enough, but you take issue with a couple of the instructions. Maybe if you cooked it your way it’d help impress the head chef.

In the end, you decide to…

> Stick to the recipe. You’re working as an assistant, not a headliner.

> Go off-book as necessary. Your job is to deliver the best possible dish.

> Other?
>>
>>4963067
> Go off-book as necessary. Your job is to deliver the best possible dish.
>>
>>4963067
>> Go off-book as necessary. Your job is to deliver the best possible dish.
OH NO, HES FRENCH!
>>
>>4963067
> Go off-book as necessary. Your job is to deliver the best possible dish.

He recognized us. Ergo he expects whatever brand of off book we are and one has to match the meal to the taste of the guests anyway.
>>
>>4963163
>>4963289
>>4963330

Alright, roll me some d100s, DC: 70
>>
Rolled 22 (1d100)

>>4963343
I can taste the failure already.
>>
Rolled 68 (1d100)

>>4963343
OMG, we are fugged.
>>
>>4963345
>>4963540

Go ahead and give me another roll.
>>
Rolled 23 (1d100)

>>4963343
>>
>>4963345
>>4963540
>>4963669

Looks like we've got a failure. However, I've got a proposition.

Would you like to subtly use your powers to cut a few corners and try again with the same DC?

If yes, I'll pick 3 numbers at random and roll a d10 to see if it gets noticed.

> Yes

> No
>>
>>4963769
>> Yes
>>
>>4963769
>Yes
Fuck it
>>
>>4963769
Sounds interesting, Yes? See where this goes.
>>
>>4963769
>Yes
The way I see it, we have nowhere to go but up.
>>
Rolled 5 (1d10)

>>4963771
>>4963802
>>4963913
>>4963820

Alright, second verse, same as the first. Roll me some d100s, DC: 70

1 = Spotted
2 = Nothing
3 = Nothing
4 = Spotted
5 = Nothing
6 = Nothing
7 = Nothing
8 = Spotted
9 = Nothing
10 = Nothing
>>
Rolled 73 (1d100)

>>4964046
>>
Rolled 26 (1d100)

>>4964046
>>
Rolled 100 (1d100)

>>4964046
>>
>>4964229
nice
>>
>>4964229
>>4964173
>>4964112

An appropriate moment for our first crit of the quest. Writing.
>>
>>4964297

You’re tempted to play it safe and stick to the recipe, but you’ve never been much of a stickler for tradition, especially when it comes to food. There’s an argument to be made that the role of an assistant chef is to support the talents of the more senior staff, but that slop-jockey comment has left you in a less than cooperative mindset.

You’ll show that smug French bastard what a Real cook looks like.

https://www.youtube.com/watch?v=tJ0cPaqAbVE

Bucking the recipe, you make a few changes that you feel would improve the overall quality of the dish. Nothing too experimental, mostly just a handful of ingredient changes and modifications to the general timetable of the recipe. You could’ve gone more avant-garde with it, but the customer comes before your own stubborn pride.

At first, things seems to be going pretty well, until you absent-mindedly commit a tragic error. While attempting to acclimate to the energy of the kitchen, field multiple orders, and calculate your own spin on the recipe; you lose track of time and leave several nearly completed beef Wellingtons in the oven for far too long.

Shit. It’s fucking burnt.

You can’t send this out, that head chef may literally strangle you if he catches you serving sub-par cuisine. The only option you have is to start a new batch, but that’ll take ages and he’s sure to check on you soon.

It’s risky, but you could use your powers to speed up the grunt work and cut a couple corners. Otherwise, you’ve got no chance of making the deadline.

Resolved, you decide in favor of using your powers. The kitchen’s practically a whirlwind of movement anyways, as long as you’re careful nobody will give you a second glance.

You do everything you can think of to speed up the process; surreptitiously boiling water in an instant, using small tendrils to cut multiple portions, manipulating multiple portions at once, whatever you feel you can comfortably get away with.

These emergency measures coupled with your own passion for the craft proves to win the day.

https://www.youtube.com/watch?v=Y9LwEMeoYgg

Despite the various stressors that threaten to invade your mind and ruin your focus, you stay totally focused on the job at hand.

You pour your heart and soul into each and every order, finally finding your rhythm and blazing through the various dishes with breathtaking ease.

An old quote that was beaten into you when you first learned to cook springs into your mind.

Excellence is not an act, it is a habit. We are what we repeatedly do.

And in this regard, you are truly excellent.
>>
>>4964409

The head chef storms over and proceeds to inspect your creations. Even with the initial problems, you finished with enough time to create an extra, in case your inexperience warranted a taste test.

Sure enough, he takes a probing bite out of one of the beef Wellingtons, before a broad smile breaks out over his face.

He gobbles down the remainder, and claps you on the back.

“Good work. Keep at it.” He says, before moving on to yell at the next station.

Judging from the visible surprise and confusion on the faces of the surrounding junior chefs, positive comments are few-and-far between.

Once your initial dishes reach the customers, you are flooded with requests for more. Guess they must like the twist you put on it.

For the rest of the dinner rush, you crank out dish after dish, each as perfect as the last.

Once the night starts to wind down, the head chef pulls you aside to speak privately and introduces himself as Henri.

Henri gruffly apologizes for mocking your skills, and extends an offer to become his personal apprentice. It’d be a fairly informal arrangement; you stop by whenever you’ve got time for lessons and help with the restaurant. In return, he gets the free labor of a competent chef.

He encourages you to take some time to think about it, and in a stroke of luck, changes the subject to the original reason you came. Henri gives you the rundown about boarding the USS Ronald Reagan in a couple days, and invites you along as his assistant.

Henri assures you that it’ll be an interesting experience that is sure to help round you out as a chef, as well as build connections.

You accept his invitation without question, and the pair of you part-ways for the night.

When you recount the events of your impromptu audition to the crew, you get a couple solid laughs.

Before you board the Ronald Reagan, you take the time to…

(Choose 2)

> Practice with your diving suit. Best to have some experience under your belt in case things go sideways.

> Pore over that old journal. Maybe it’s got a nugget or two of wisdom that may come in handy.

> See if Hans is able to rig up some covert explosives. Could come in handy if you need a distraction / bargaining chip.

> Do some research into Shaw Industries. You’re planning on stealing their tech after all, might pay to know their specialties.

> Other?

(As it stands, the current plan is to use your position to poke around, find the tech, steal it somehow, and escape with your diving suit. Let me know if there are any last-minute revisions or questions.)
>>
>>4964411
> Practice with your diving suit. Best to have some experience under your belt in case things go sideways.
> See if Hans is able to rig up some covert explosives. Could come in handy if you need a distraction / bargaining chip.
>>
>>4964428
>>4964411
> Supporting
The frog suit is extra important since misc tricks we can do with the suit like simulate atmospheric pressure to get around the bends. Eg Rapid surfacing via maintaining pressure and keeping ourselves in a bubble we slowly release the pressure on even after we're past sea level.


I feel like me picking researching Shaw Industries would be too meta since while I know that we're bound to run into mutants from Shaw industries, our MC doesn't and doesn't have a way to really research what's going on.
>>
>>4964411
>(As it stands, the current plan is to use your position to poke around, find the tech, steal it somehow, and escape with your diving suit. Let me know if there are any last-minute revisions or questions.)

Wait I thought we were kidnapping the CEO?
>>
>>4964411
> Practice with your diving suit. Best to have some experience under your belt in case things go sideways.

Don't want to drown and I don't think we can smuggle explosives onboard a Aircraft carrier, unless we use our powers to bring it onboard via water torpedo cargo with no one watching and avoiding any checkpoints.
>>
>>4964561
Did you not see the motherfucking SHAW part of the company's name? We aint kidnapping that. We're aready taking a gamble that Emma "The Mindraping Mutant Supremacist" Frost isn't going to poke around and notice our plans because the GM can't possibly be enough of a dick that Shaw brings her too.
>>4964563
You get to pick two options. I was personally thinking we attack it to each boat we're on like a relay using our powers.
>>
>>4964542
By research, I meant getting more of a broad overview of their specialties / important people / big holdings in the area / recent news. Nothing too unorthodox, just general background stuff.

>>4964561
That is something you can attempt, but his presence is less of a goal, and more of an opportunity, if that makes any sense. Basically, him being a massive primadonna gives you the opening you need to get on-board.

>>4964570
Could you elaborate a bit more about the relay idea you mentioned? I think I get what you mean, but I'd rather be sure.


Since this particular operation is a bit more high-stakes than previous raids, I'm more than happy to get flexible.

For instance, the explosives. Pulling back the curtain a little, depending on how well Hans does, you may be able to choose between different varieties.

Thermite, limpet mines, IEDs, that sorta thing.

This'll be something of an experiment to see I can hack it writing more complicated stuff.

I'll close the voting in an hour or so.
>>
>>4964599
Keep it on the bottom of boat a. When we gotta transfer we use water powers to move it to the hull of boat b that i was assuming would ferry us
Then When we get tot he actual carrier we push the mine onto the hull and leave it there to explode when we send whatever the signal is. We might conveniently be considered man overboard if we time it right, but I'm not expecting to be able to pull that off.

In retrospect we probably will be be getting coptered on board so my explosives plan is a bust.
I guess I can change it to researching Shaw industries. Don't wanna fuck ourselves over by the tech turning out to be based on some random mutant Shaw kidnapped if the person doesn't like the idea of being a pirate.
>>
>>4964608
Neat idea. Also, you will be transported via boat, on a reefer ship carrying ingredients. Military efficiency demands the least amount of extra effort possible.

Also, reefer ships are just big fridges basically.
>>
Rolled 2 (1d2)

>>4964428
>>4964542
>>4964561
>>4964608

Alright, we're unanimous on practicing with the dive suit, and tied between research and explosives. I'll just roll a d2 to settle it.

1 = Explosives
2 = Research
>>
>>4964681
Alright, roll me 2d100, DC: 40 and 50 for diving practice and research respectively.
>>
Rolled 34, 7 = 41 (2d100)

>>4964683
>>
>>4964686
Oh come on.
>>
Rolled 41, 87 = 128 (2d100)

>>4964683
Things are going swimmingly.
>>
Rolled 25, 69 = 94 (2d100)

>>4964681
>>
Rolled 65, 57 = 122 (2d100)

>>4964681
>>
Rolled 71, 22 = 93 (2d100)

>>4964683
>>
>>4964686
>>4964723
>>4964938

A minor success, and a regular success. Writing. Might be a little longer than usual, have to handle a couple errands.
>>
>>4965165

Errands are done, but I've got a wicked case of writers block. Think I'll take today off, session will resume on Monday as usual.
>>
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>>4965292

Knowing more about your enemy is never a waste of time, and given the lion’s den you’re walking into, you need every edge you can get your hands on.

Publicly available information about Shaw Industries reveals an interesting (but dry) company profile.

Shaw Industries is a major defense contractor with a speciality in aerospace engineering, electronic warfare, and advanced robotics.

Sounds like just the kind of guys who’d pioneer an advanced jamming and anti-detection system. Another point towards this not being a wild goose chase.

In terms of real estate, they’ve got a lot of it. Shaw Industries has facilities all over the globe, but the nearest major installation is a massive laboratory complex in Australia. Nice and out of the way for whatever they’ve got cooking in there.

The current CEO and owner, Sebastian Shaw, is tough to get a decent dossier on. There’s a lot of hearsay and conjecture about his personal life, but precious few facts.

Given the lack of more legitimate sources of information, you check some of the more credible conspiracy forums. Yes, “credible” and “conspiracy forum” isn’t exactly the best pairing, but it’s not like you have anywhere else to turn.

One of these days, you really need to find a better source of information than the Internet.

Returning back to the topic at hand, the conspiracy nuts prove to be a mixed bag, as usual. There were a few wild claims linking Shaw Industries to top-secret military projects of questionable ethics, but no hard evidence.

One of your bigger breaks comes from a picture somebody uploaded showing Shaw and what looks like some kind of personal guard being helicoptered onto an American carrier. All the identifying information about the ship was blacked out, but you know instinctively that it’s the Ronald Reagan.

Damn, looks like Duke’s info wasn’t as complete as he thought. There isn’t just a Shaw Industries executive on board, THE Shaw Industries executive is there.

Along with a squad of the best stone-cold killers that money can buy.

This job keeps getting better all the time. Between Shaw’s private security forces and the iron fist of the American military, you’d best mind your manners once aboard.

This beggars the question, why in the world is a famous billionaire taking a personal interest in something as mundane as an anti-piracy taskforce? Maybe you can investigate further once on board.

For now, you trawl for anything further that may come in handy, but nothing concrete makes itself known.

Lots of speculation though; that Shaw’s a mutant, a human supremacist, a Skrull infiltrator, a robot, a demonic invader, the whole list.

Curiously, there are a couple financial records indicating his support for anti-mutant political groups in the United States. You’ll file that away for later as yet another mystery.

Just about the only thing that anybody can agree on is that he’s got a lot of money, and a reputation for being a pompous prick.
>>
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>>4968914

Given that the exit strategy hinges on your ability to successfully frogman your way to a pickup, it’s probably best that you get a bit of practice in.

Therefore, you borrow Han’s old skiff, pilot it out to an empty stretch of ocean, and get cracking.

After double-checking your diving gear of course, you’re not a total idiot.

It’s generally poor form to dive without a buddy, but you’ll be doing this op on your own anyways, best to become acquainted with having no lifeline.

That sounded a lot more ominous than you intended, but that’s the nature of the business for you.

The basics come back easily enough, sort of like riding a bike. Most of it is second-nature once you build up the muscle memory and experience for it.

Back on Cebu, you used to take the skiff out and try your hand at amateur diving, mostly for salvage; lost cargo and the like. It was a pretty chill way to spend an afternoon, plus it scored you a bit of extra spending money.

Never thought that it’d come in handy with infiltrating an American aircraft carrier and stealing experimental technology. It’d make for a hell of a story though.

Once you get a handle of basic movement along with the bells-and-whistles of your custom diving suit, you move on to more complex maneuvers.

One of the big potential complications to keep in mind during a dive is dealing with the bends.

Decompression sickness is no joke, and you’ve known a few idiots who didn’t ration their air supply properly and had to make an emergency ascent without acclimating to the pressure.

Needless to say, it was a less than pleasurable experience for all parties involved.

Still, that gives you an idea.

Since you can control water pressure with a bit of effort, how taxing would it be to form a pressurized “bubble” that would allow you to quickly reach the surface, without being subjected to the bends?

As it would turn out, it’s pretty draining. Not only do you have to encompass your whole body with said bubble, but you have to constantly maintain it while under the duress of intense physical exercise, coupled with the strain of keeping the pressure equalized. You file it away as a hail-mary, last ditch escape strategy.

In contrast, messing with underwater currents is far easier. You can’t really change their natural patterns, but you are able to use them to slingshot yourself forward at a much greater speed than just naturally going with the flow. Should come in handy if you need to make a speedy escape.

Lastly, you do a bit of tinkering with water temperature. Given that heat-seeking ordinance has been a military standard for quite some time, being able to potentially spoof it could be a trick that keeps you from becoming chunky salsa.
>>
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With that, the last of your time to prepare has been spent, and it is time to proceed once more unto the breach.

In addition to your own preparations, Duke forced you to memorize the locations of a couple different pickup spots. Given that it may take you some time to concoct an appropriate plan once on the Ronald Reagan, the crew’ll rotate through them every so often, just in case one gets compromised.

Given that this mission is less “boot in the door and take their shit” than previous raids, a more delicate touch may be required. If you can get in and out without anybody the wiser, so much the better. Regrettably, you’ll have to leave your guns and wrist-harpoon at home. While you’re confident that you can bullshit the diving gear past any curious security, munitions is sure to get you tossed into the brig.

You’re not too worried though. You’ve still got your canteen, and you’ll be surrounded by the ocean. Your powers leave you with plenty of options at your disposal should violence be necessary.

Another thing to keep in mind, the only real payoff from this job will be the tech you manage to snatch. Therefore, if you want an actual payday from LL&L, you’ll need to keep your head on a swivel for any side opportunities for fun and profit. You’re a pirate, pilfering and plundering is your job!

Lastly, even though no plan survives first contact with the enemy, it’s better than having none at all.

With that in mind, you run through the general steps one more time, just in case you’ve missed anything important.

Step 1: Acquire access to the Ronald Reagan. (Already handled via your position as Shaw’s assistant chef)

Step 2: Get a handle for the layout of the ship and any potential complications.

Step 3: Locate where the experimental tech is stationed.

Step 4: Acquire said technology and depending on size, find a way to smuggle it out.

Step 5: Frogman your way out with the tech, and catch a ride home.

(Last chance to propose changes or additions to the overall battleplan. I’ll let this vote run for a bit longer than usual, in case anyone has concerns.)


Is this plan acceptable?

> Yes, I’m fine with it.

> Other?


In addition, some questions about overall procedure need to be fleshed out. For instance, what are your rules of engagement should things go awry?

> Lethal. They’re soldiers, they knew the risks when they signed up.

> Lethal. Consider it karmic retribution for 50 years of occupation.

> Non-lethal. Fragging American military personnel is a great way to end up on a major shitlist.

> Non-lethal. They’re just guys doing a job, same as you.

> Other?


Do you intend to make a play for Shaw?

> If the opportunity presents itself. You’ve got access to his food, you can probably work something out if you’re clever enough.

> No, not a chance. Even if you made it past his security, it’d bring down way too much heat.

> Other?
>>
>>4968921
> Yes, I’m fine with it.
> Lethal. Consider it karmic retribution for 50 years of occupation
> If the opportunity presents itself. You’ve got access to his food, you can probably work something out if you’re clever enough.
>>
>>4968921
>Yes
> Non-lethal. Fragging American military personnel is a great way to end up on a major shitlist.
ot that we can't kill, but I'm viewing it as we used to deal more with street/delinquent fights than actual hard murder until we became pirates. Lowtown changed us because you can't go half hearted on bastards trying to kill you for a pack of smokes.
>Vs shaw?
>NOPE NOPE NOPE NOPE NOPE
barring my own Meta knowledge, fucking with somebody that has that many ties in bullshit space laser execution technology AND a military connection is just begging to die.
>>
Been a bit slow today, so I'll just close the vote at noon-ish on Tuesday.
>>
>>4968921
> Yes, I’m fine with it.
> Non-lethal. Fragging American military personnel is a great way to end up on a major shitlist.
> If the opportunity presents itself. You’ve got access to his food, you can probably work something out if you’re clever enough.

> Other?
Drug their food?
>>
>>4969540
Will it really work? But the rest I support
>>
>>4969544
He was dumb enough to let Emma Frost poison him a second time from what anons bitching in a Marauders thread told me, but that sounds like a real solid way to piss off that French chef AND have a direct line of investigation directly to our goddamn apartment/name because the pissed off chefs are going to rat us out.
>>
>>4969100
>>4969442
>>4969540
>>4969544

Alright, looks like the original plan is a go, the level of force is non-lethal (due to practicality), and Shaw is on the table as a target. Not that it's set in stone mind you. Writing.
>>
>>4970114

After careful consideration, you decide that your current playbook is as refined as it needs to be. Plans are mostly just guidelines anyways. Should things shift radically, you’ll cobble something together.

As for force, you’ll keep the kid gloves on for this one. Not that you lack the stomach for it, it’s just a bad idea to get overly messy. The American military has a long reach and an even longer memory, leaving bodies in your wake is guaranteed to get you in trouble down the line.

When it comes to Shaw, you’re conflicted. On the one hand, managing to bag a target as valuable as him would net you a literal king’s ransom. On the other, you’d risk compromising the job at hand, as well as the whole “angering a billionaire defense contractor with the military’s ear” thing.

You’ll keep an open mind for now, the point is moot unless you can find a tangible opportunity to strike. Maybe you can slip something into the food. Knowing your luck, the bastard has a personal taste tester for that exact situation.

The scheduled day arrives, and you drive over to the Princess Bar at the crack of dawn, luggage in tow. Most of it is just your standard travel stuff, nothing you can’t easily replace, apart from the diving suit.

Henri meets you there, and ushers you to a limousine provided by Shaw Industries. Ritzy stuff.

The limo winds through Hightown, ending at a section of the upscale docks temporarily requisitioned for military usage. Your nose is pressed firmly to the tinted glass during the journey. It’s a novel experience, being able to enjoy the sights without some shaved gorilla pushing you around for looking like a bum.

Once at the docks, your luggage goes through security, and though there are a few eyebrows raised about your diving suit, it doesn’t break any rules. You just make up a story about being a diving enthusiast saving it for shore leave.

They also don’t like your lack of a passport or government ID, but Henri vouching for you coupled with a subtle threat about wasting valuable time gets you though without further issue.

Feel a bit naked without some degree of protection other than the water in your canteen, you force yourself to relax as you board the reefer ship. So long as you play this smart, you’ll be just fine.

While in transit to the Ronald Reagan, Henri goes into greater detail about your general duties. First, he drops the bomb that you will be cooking for none other than Sebastian Shaw, billionaire primadonna. You feign the appropriate amount of shock and surprise to keep up appearances.

Since you’ll be serving as his assistant, that means that you’re ostensibly in Shaw’s command structure, not the Navy’s. Basically, that means that so long as it’s not security or somebody high up the food chain, you can tell them to pound sand if they try to push you around.
>>
>>4970174

Henri goes on to explain that your responsibilities begin and end at helping prepare Shaw’s meals; nothing else. Guess that means that Shaw’s personal guard have to dine on slop with the rest of the peasantry, you think to yourself.

You won’t have any personal interactions with Shaw himself, unless it’s to deliver his food or something similar.

Apart from that, you’re free to spend your leisure time as you please. Which is good, leaves you with a lot of flexibility in your schedule to work with.

Once the reefer ship docks with the Ronald Reagan, an ensign and a crowd of deckhands greet you. The majority of the swabbies start unloading and transporting the cargo.

As for the ensign, he escorts both you and Henri to your rooms, and gives you a quick tour of the facilities; your rooms, the main galleys, the rec rooms, etc.

Shaw’s got his own floor to himself, and you’re only permitted entry with a valid reason to be there, and under constant guard. That’s where Shaw’s mercenaries are posted, a bunch of vicious looking killers armed to teeth. Some of them even look to have weird robot parts or something like that. Note to self, avoid going toe-to-toe with those guys, might be biting off more than you can chew.

Don’t have access to the high security zones though. The bridge, the engine room, the armory, that sort of stuff. They’ve generally got a guard or two stationed nearby to dissuade attempts at subterfuge.

The journey of ten thousand miles begins with a single step, and you start by…

(Choose 2)

> Hanging around the galley and helping out the other cooks. Might pick up a few tidbits.

> Looking for any possible accomplices amongst the crew. You’ve been in Madripoor long enough to know the sneaks when you see em.

> Trying to get access to Shaw’s office. Gotta have something worth keeping in there. (Include a plan, if you’d like)

> Getting access to the bridge. Maybe bribing the guard with food would work.

> Busting into the laundry and seeing if you can swipe a spare uniform. Nobody bothers arguing with the janitor.

> Other?
>>
>>4970176
>> Looking for any possible accomplices amongst the crew. You’ve been in Madripoor long enough to know the sneaks when you see em.
> Trying to get access to Shaw’s office. Gotta have something worth keeping in there. (Include a plan, if you’d like)
>>
>>4970176
> Hanging around the galley and helping out the other cooks. Might pick up a few tidbits.
I figure these guys had to cook for the vips that dont bring a personal chef and as such can be tricked into revealing some info about the rooms even if it's just the service entrances.
> Getting access to the bridge. Maybe bribing the guard with food would work.

I figure these two plans bleed into each other. we can basically bribe the sailors with the promise of better meals while getting an understanding of the security layout for our escape plan. (I'm hoping we either see the target on camera, or overhear when it's gonna be demonstrated so that we'd know when to steal it too)

We're probably gonna get to see Shaw's office either way when he decides he wants some wine anyway.
>>
>>4970545
Almost forgot. We can just pretend the reason we want to be on the bridge is because being on the bridge is awesome. Same reason kids want to see the pilot's area on a plane.
>>
>>4970545
This.
>>
>>4970545
+1
>>
>>4970545
>>4970835
>>4971082

Roll me 2d100s, DC: 45, 60 for intel gathering and getting access to the bridge respectively.
>>
Rolled 70, 63 = 133 (2d100)

>>4971236
>>
Rolled 46, 73 = 119 (2d100)

>>4971236
>>
Rolled 64, 87 = 151 (2d100)

>>4971236
>>
>>4971240
>>4971402
>>4971524

Excellent successes to both, writing. If my count is correct, these are the first of the quest.
>>
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>>4971535

After you finish unpacking, you’ve got a few hours to kill until it’s time for Shaw’s lunch. Thankfully, the ensign provided you with a limited copy of Shaw’s itinerary. All the interesting stuff has been heavily redacted, but the scheduled meal times have been left unchanged.

A reasonable precaution on their part. Too bad it isn’t going to stop you.

After a bit of thinking, you head to one of the several galleys on board the Ronald Reagan. Not just any galley; the one that caters to the VIPs. Time for a little fishing expedition.

Everybody knows that kitchen workers love to gossip, and these cooks live up to the stereotype. After a brief bit of awkwardness when you first join in the conversation, you integrate in pretty quickly, swapping stories and jokes with the best of them.

They’ve got all kinds of juicy intel that you manage to surreptitiously extract. A hefty chunk of it is your standard rumor mill horseshit, but quite a bit turns out to be actionable enough.

According to a bit of griping, they’ve been press-ganged into catering for some kind of “special demonstration” that’ll be taking place in a day or so. When you innocently inquire into the specifics, they’re more than happy to furnish you with the details, along with a subtle plea for assistance. You respond evasively, better to check all your options first before jumping into a commitment.

The topic of conversation is guided to Shaw’s mercenary forces, who are quite unpopular with the rank-and-file. Not only are some of them disturbing to look at, but they like to throw their weight around and pick indiscriminate fights. When you ask what they mean by “disturbing to look at”, you’re told you’d have to see it to believe it.

Another key piece of information you discover, is the location and codes to most of the service entrances. While still guarded in certain cases, it’s still a viable option to avoid detection.

Lastly, they also do you a solid and fill you in on crew members with a more flexible moral character. Nothing too dirty, but the sort willing to look the other way in exchange for a favor or some kind of under-the-table perks. Corrupt, some may argue. Once, you may have been inclined to agree. Nowadays, you’re more inclined to call it pragmatic.
>>
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>>4971653

As for the bridge, getting access proves to be a cinch. Before you left the galley, you whipped up a nice little basket of home-style cooking as a bargaining chip.

You happen to be in luck, some of the less dutiful sailors assigned to the security detail are on-shift. You make a bit of conversation, and after being barred entry to the bridge (as expected), you take the opportunity to strike a favorable bargain.

In exchange for some better grub, they’ll look the other way whenever you need to pass by. You try to spin your interest as childish curiosity, that you’d always wanted to see what the bridge looks like. It’s not hard to feign, mostly because a lot of the emotion behind it is true. The bridge of an aircraft carrier would in fact be a cool thing to see.

After they bite into a sample, you get the feeling that you’d have to physically pry them away from your food to retrieve it. The guard rotation is more than satisfied with the arrangement, and waves you through without even needing to sign the security logbook.

Once you reach the bridge, you do your best to maintain a running map of exploitable gaps, escape routes, and other useful environmental data. Every little bit helps.

Nobody questions your presence up on the bridge. Either they’re too busy, too lazy, or too worried about ruffling Shaw’s feathers to give you any kind of grief.

Just be safe, you stay out of the more classified areas like the intelligence center, air traffic control, secure communications, and the arms lockers. Best to keep as low-key as possible, no sense in arousing unnecessary suspicion until the time is right.

Of course, something manages to catch your eye.

A trio of mercenaries guarding a secure door, similar to the ones on Shaw’s floor. These ones are a bit different. While their counterparts downstairs are visibly human with a bit of robotic weirdness present, these guys are in a whole other league.

They’ve been heavily modified to the point where it’s difficult to distinguish the man from the machine. Guess this might be what those cooks meant by “disturbing to look at.” You shudder to yourself, involuntarily.

What kind of psycho does that to themselves?

On the bright side though, you’d bet dollars to donuts that something important is behind that door.

You beat a hasty but casual retreat. You’ve seen all you need to see, best bail before a red flag gets raised somewhere.
>>
>>4971654

With that, you finish just in time to help Henri with Shaw’s lunch; some French dish with a name too complicated for you to speak. While it chafes a bit to be strictly regulated to the recipe, it’s for the best. This is what Shaw ordered, and this is what he’s going to get. Rich people usually aren’t fans of being proven wrong, even if it’s in their best interests.

Henri has you deliver the food yourself, as well as a wine pairing. Normally, you’d moan a bit about being relegated to grunt work, but in this case, it works in your favor.

After you get frisked and inspected by Shaw’s men, you are permitted access into his office. As you enter, you nearly fumble the dishes when a blonde man with fancy prosthetics bumps into you on his way out. You’d almost call him handsome, but it’s marred by his obvious arrogance.

You’re not particularly weak, but that collision was almost enough to send you spinning. Whoever this guy is, he’s got some muscle.

Instead of apologizing, he just laughs at your balancing act and moves on.

Prick.

“Apologies for Donald’s lack of manners. It’s hard to find good help these days.”, says the big man himself, Sebastian Shaw.

He indicates for you to place his lunch on his desk.

You proceed to do so, and pour him a glass of wine, taking the opportunity to glance at some of the papers on his desk. No use, you can’t get a good enough view. As for the office, apart from the desk, some furniture, and some tasteful paintings, it’s pretty spartan.

Once Shaw begins eating, you hover silently nearby, hoping that he doesn’t have any issues. It would be incredibly infuriating to come all this way and get kicked off over food of all things.

Shaw finishes the meal, and dismisses you, but keeps the wine.

As you leave, he instructs you to pass a message on to Henri.

“Adequate.”

Now that you’ve done a bit of fact-finding, what’s next on the list?

(Choose 1 or 2)

> Volunteer your help with the demonstration. Hopefully you’ll be able to swipe the tech there.

> Spill some wine on Shaw during dinner. Hopefully he’ll leave the room and give you chance to do a bit of rifling.

> Talk to one of Shaw’s mercenaries. The whole “robot parts” stuff is starting to freak you out, best to learn as much as you can.

> Get into that secure room in the bridge. Getting past the guards won’t be easy though. (Include a plan to distract / get past the mercenaries)

> Other?
>>
>>4971656
Think there's a way to short out those 3 guards by knocking over the water cooler and controlling the puddle? If they slip and fall we can get water into the more sensitive parts of the cybernetics and short circuit things?
>>
>>4971748
That is a viable course of action.
>>
>>4971656
>> Volunteer your help with the demonstration. Hopefully you’ll be able to swipe the tech there.
>> Spill some wine on Shaw during dinner. Hopefully he’ll leave the room and give you chance to do a bit of rifling.
Does wine count as water?
>>
>>4971790
That's an interesting idea. I was envisioning more of a "oops, I fumbled the glass and spilled it on you, my apologies."

I'll rule that in small quantities like this, you can mess with it. If you'd like, I'll allow an attempt to have the wineglass knock itself over and land on Shaw to give you deniability. It will be harder though.

Good question, anon.
>>
>>4971828
>That's an interesting idea. I was envisioning more of a "oops, I fumbled the glass and spilled it on you, my apologies."
yeah I guessed as much. I want to try even with harder dc.
>>
>>4971776

>>4971656
Ok then
> Volunteer your help with the demonstration. Hopefully you’ll be able to swipe the tech there.

> Get into that secure room in the bridge. Getting past the guards won’t be easy though. (Include a plan to distract / get past the mercenaries)
We use the demonstration to learn how to actually use what we steal at the same time and if we don’t manage to steal during that, we can do the slip on a puddle trick. Maybe ice up the puddle for half a sec to force a slip?
>>
>>4971828
If I were to do the wine glass thing on an egotistical billionaire, I’d have that Donald guy cause the spill when he acts like an ass to somebody.
>>
I still need a couple more votes before I feel comfortable closing it.

Been pretty slow lately.
>>
>>4971656
> Volunteer your help with the demonstration. Hopefully you’ll be able to swipe the tech there.

> Talk to one of Shaw’s mercenaries. The whole “robot parts” stuff is starting to freak you out, best to learn as much as you can.

How long as sea is this trip going to be? We probably have plenty of time....
>>
Rolled 1 (1d3)

>>4971790
>>4971927
>>4972494

Apologies for the lack of update today, been a bit swamped with work stuff. I'll put out something tomorrow.

I was hoping for a bigger consensus, but seeing as there is a tie between spilling the wine, getting into the secure room, and talking to a mercenary.

I'll roll a d3 to break the tie.

1 = Spill the wine
2 = Break in
3 = Talk to the mercenary

>>4972494
The trip itself is for a few weeks, you do have a lot of time left. There is no obligation to make a play for the tech during the demonstration, but it is an option. I should've phrased it better.
>>
>>4973179
Alright, roll me 2d100s, DC: 85 and 65 respectively for scoping out the demonstration and spilling the wine on Shaw without implicating yourself.
>>
Rolled 43, 82 = 125 (2d100)

>>4973181
I think the consensus should have been the demonstration and breaking in, since only one of us wants to spill the wine or talk to the mercenaries. Well too late for that.
>>
Rolled 64, 41 = 105 (2d100)

>>4973181
We gonna die. We gonna die. We gonna die.

Oh god I hope some random super hero causes chaos we can exploit before we die trying to get past all of this security.

>>4973186
I think it was one of each since I phoneposted at one point if my non greentext posts were taken into account..
>>
>>4973186
I understand the confusion, but there was only technically a vote for each option.

While >>4971748 seemed interested in the option, I need an actual vote or some kind of "I would like to do x thing" or "support" to let me know.

Asking questions doesn't constitute a vote. In hindsight, I should've probed further and gotten an answer.
>>
Rolled 81, 43 = 124 (2d100)

Let’s go boys
>>
>>4973238
You did get an answer. I was phoneposting and voted later .
>>
Been out all day and couldn’t get to WiFi to break vote sorry guys. Hopefully we can get this done though and escape with the stealth tech and some extra goodies if opportunity avails itself
>>
Rolled 9 (1d10)

>>4973338
Oh, I didn't realize that was you under a different ID.

>>4973186
>>4973197
>>4973334

Anyhow, a failure and a minor success. For my own druthers, let me do a quick roll. Update will hopefully be out noon-ish on Friday.

DC: 9
>>
>>4973341
Guys, what if we just threw the stealth tech overboard and retrieved it later? We could maintain cover or not have it found on us if we fail to escape.
>>
>>4973558
I’m assuming America has invested in security cameras.
>>
>>4973360

You need to take a closer look at Shaw’s office. The more information you’ve got, the better your chances of doing this without getting caught.

Problem is, there’s no way you’ll be able to make it through his attack dogs without arousing suspicion and / or getting killed.

Therefore, you’ll have to do it during dinner, when you’ve get a ready-made excuse for your presence.

Shaw’s a man that is obsessed with his appearance by all reports, maybe a nice wine spillage will get him to clear out and change.

You debate the merits of spilling it yourself versus influencing it subtly, but you eventually decide to maintain plausible deniability and trick Shaw into thinking he did it himself. Throwing wine onto a notoriously prickly billionaire isn’t the best idea, after all.

Once Shaw’s dinner (a laboriously prepared steak) is ready, you take it and another bottle of wine to his office.

The process goes about the same as before, but this time you maintain a watchful eye on the wineglass.

You almost bungle it, but you nail the timing just right when Shaw goes to take a sip, and angle it so that he accidentally pours it on himself.

“Shit. Clean that up before I get back.”

Shaw storms out of his office.

Perfect, that’ll keep him occupied while you do a bit of rummaging.

Regrettably, the papers haphazardly scattered over Shaw’s desk are mostly useless, mostly just technical data and balance sheets.

On the bright side, you manage to sneak a peek at the roster for his personal guard.

About a dozen or so names, with the head of security listed as a Donald Pierce. Must be the same Donald that you had the misfortune to meet already.

The other interesting piece of information you manage to find is an offer from International Data Integration and Control.

That name seems familiar somehow.

According to Shaw’s notes, IDIC has been attempting to purchase the design to the tech you’re here to steal. The official name for it is the MK 1 Tesla. Apparently, they’ve been trying to acquire the prototype for some time, despite multiple rejections. Shaw even suspects they tried to have it stolen while still in development, hence the upgraded security.

With that, you get some cleaning supplies together and get scrubbing, right before Shaw returns and harangues you for not moving fast enough.

Yeah, you’re gonna enjoy robbing this guy.


(Sorry for the delay, took me a bit longer than I expected to finish)
>>
>>4973853

After the chicanery in Shaw’s office, you stop by the VIP galley and offer your services in catering for the demonstration. Your offer is accepted gratefully, and you get up early to help get everything cooked and set up.

The demonstration is being held in a big auditorium kind of space, and you help lay out a hell of a spread. You’ve got seafood, breakfast food, hamburgers, hot dogs; it’s practically a buffet out there.

In more practical matters, you managed to use the prep time as an opportunity to stash the diving suit nearby, in case you need to make an abrupt escape.

Regrettably, security is far too tight to even consider making a move on the tech. All of Shaw’s mercenaries are surrounding the stage, along with a sizable contingent of military police.

At least you’ll be able to see what the MK 1 Tesla looks like, and how it works. It’d be pretty embarrassing if you went to all this trouble for something you couldn’t even operate correctly.

Up on the stage, Shaw schmoozes with high-ranking military officials and investors, before getting down to brass tacks.

“Ladies and gentlemen, It is my pleasure to demonstrate the latest and greatest in Shaw Industries’ commitment to national defense! The Mark 1 Tesla!”

He goes on to explain a load of shit you know already, that it’s a revolutionary new technology that doubles as both a sword and shield for electronic warfare.

When he unveils the prototype itself, it’s surprisingly small, about the size and shape of a conventional laptop.

“During the design process, ease-of-us was a major priority. Gone are the days of requiring advanced technical training to operate ECM systems! The MK1 Tesla can easily be configured to work with multiple IFF systems, as well as coordinate tactical battle-nets across wide distances!”

Alright, that’s good to know. No idea what that means, but hopefully Hans will.

“Once we move to mass production, each device will be available for…”

Shaw’s attempt at a sales pitch is interrupted when the ship seems to lurch abruptly, followed by a deafening blast that knocks you off your feet.

Everything goes blank for a moment, until you manage to shake the cobwebs loose and get your head back in the game.

The ringing in your ears takes a bit of time to subside, but you crawl behind an overturned table and take stock of the situation. It turns out that you were one of the luckier ones, quite a few of the other audience members got filled with shrapnel.

They also ruined your fucking food too, the absolute bastards.

That explosion was a breaching charge of some kind, and the boarding party has made an appearance.
>>
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>>4973854

The leader is some guy wearing a futuristic looking suit of armor, with a blue and purple color scheme.

He’s accompanied by maybe 2 or 3 dozen men dressed in some kind of weird yellow armor.

You watch as he freezes a group of soldiers in place using a concentrated white spray from his armor, before his backup shatters them with gunfire.

When they start taking return fire, he blocks the majority of it by forming a thick shield of ice.

As for his defenders, it’s not going particularly well.

The rank-and-file MPs are in way over their head, with the majority of them either killed in the initial breach attempt or the ensuing firefight.

Small pockets of them are still giving it all they’ve got, but they aren’t going to last long.

In contrast, Shaw’s mercenaries are doing far better.

Pierce, Shaw’s head of security, managed to form a protective cordon around Shaw and the prototype.

Apart from one or two casualties, they’re holding their aggressors back without issue. When one of the attackers get a little too close, you watch Pierce punch a hole through his chest with a single punch. Note to self, avoid getting into a slapfight with him.

So much for your plans to do this quick and clean. On the bright side, you definitely don’t need to pull your punches anymore. Something tells you that nobody’s going to kick up too much of a fuss should you make mincemeat out of these idiots.

This has certainly gotten out of hand quickly; your plan is to...

> Wade into the fight and go for the MK 1 Tesla. This is the distraction you've been waiting for.

> Cut and run. This is far outside your pay-grade.

> Try to knock Shaw out. He’d be a sizable bonus if you could capture him.

> Hold your position and let this play out. Hopefully they’ll butcher each other and you can handle whatever's left.

> Other?
>>
>>4973858
>> Try to knock Shaw out. He’d be a sizable bonus if you could capture him.
>>
>>4973858
> Other?
Set off the fire suppression systems so we can make a run for the labtop.
What if that labtop was a decoy all along?
>>
>>4973858
> Wade into the fight and go for the MK 1 Tesla. This is the distraction you've been waiting for.
>>
>>4973858
This guy is using ice. I think we have an opening here since we can control that too.
>help the other guys via making shaws team slip on ice before the laptop “coincidentally“ drops onto our hands
>get the laptop and pretend that the enemy’s ice is chasing after us like we’re Jacky Chan as we run in terror.
>fake falling overboard
Maybe act like an angry chef for them ruining the meal we put together?
>>
>>4973965
>>4974081
>>4974176

Alright, it appears that the majority is in favor of making a run for the laptop, just with different flavors. Therefore, I'll lock it in for that option.

I'll check again later to see if a consensus is reached as to which flavor, otherwise I'll just roll a tiebreaker.

I don't normally intend to post on weekends, but I'd like to get everything sorted before the next thread.
>>
If say we should go subtle route and try and not burn our bridges. Wether it be grabbing it with a water whip and sending it overboard while glueing it to the hull and retrieving it later or some other subtle art i say we go in quit for now.
>>
>>4974450
I think trying to be cheeky in the middle of this chaos is a waste of a good opportunity and a very dumb. Right now all the attention is on the fight, just make a run for it.
>>
Rolled 13, 15 = 28 (2d100)

>>4974441
If my count is correct, the "get into the action and go for the laptop" option has the most support.

Go ahead and roll me some d100s, DC: 75

First roll is attackers, second is for defenders.
>>
Rolled 70 (1d100)

>>4974974
>>
Rolled 100 (1d100)

>>4974974
>>
>>4975018
second crit, I'm carrying this quest
>>
Rolled 96 (1d100)

>>4974974
NAT ONE
>>
>>4975003
>>4975018
>>4975115

Hot damn, another crit. How would you like to accomplish this impressive feat?

> Rally the MPs into a cohesive force and use them as cover. All they need is a little push to get them going.

> Grab a weapon and run a blitz for the prototype, blasting whoever that gets in your way. Speed is life.

> Construct a makeshift slide out of ice, and run circles around any opposition. Can’t hit what they can’t catch.

> Manipulate the ice to form a makeshift battering ram and charge headlong into the fray. Who dares, wins.

> Other?


(This is just for flavor, don’t worry about it too much)
>>
>>4975174
>> Manipulate the ice to form a makeshift battering ram and charge headlong into the fray. Who dares, wins.
Imagine if we had gone for Shaw, we'd be set for life...
>>
>>4975174
> Rally the MPs into a cohesive force and use them as cover. All they need is a little push to get them going.
Gotta make the Murricans look good.
>>
>>4975174
>> Rally the MPs into a cohesive force and use them as cover. All they need is a little push to get them going.
>>
>>4975174
> Grab a weapon and run a blitz for the prototype, blasting whoever that gets in your way. Speed is life.

Fuck playing with ice in front of so many witnesses and fuck acting like captain America. This calls for some mirrors edge action.
>>
>> Rally the MPs into a cohesive force and use them as cover. All they need is a little push to get them going.

Cause why not
>>
>>4975211
>>4975280
>>4975542

Looks like inspiring the MPs and getting them to raise some hell wins.

I'll post it tomorrow, which will also be the last major post of the thread, since we're edging pretty close to falling off.
>>
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>>4975607

Looks like the situation has stalemated. Both the attackers and defenders are content to shore up their lines, trade potshots, and try to drive the other out of cover.

Part of you wants to turn tail and abandon this disaster. It’s one thing to stick up yuppies, it’s another to fight a professional military force.

A mixture of pride and excitement trumps survival instinct in this case.

You’ve come too far and done too much legwork to pussy out now, you’ll be returning victorious or not at all.

This may be the first actual fight you’ve been in against something hardier than rent-a-cops and washed-up private security.

Does that stop you?

Not a chance in hell.

Doubts assuaged, you prepare to insert yourself into the war-zone.

Taking a moment to scoop up a fallen soldier’s Beretta, you put some lead into the nearest yellow-armored foe. It takes most of the magazine, but he goes down.

Unfortunately, your little display pissed off his friends, who hose you down with return fire.

Desperately, you dive behind an overturned table, where several other heavily demoralized MPs have taken refuge.

They aren’t much older than you, and obviously scared out of their wits. Chances are, this was probably just a prestige posting, a way for them to get some promotion fodder without any real risk. Them’s the breaks.

Welcome to the madhouse, where the lunatics not only run the asylum; they offer diplomatic immunity.

Back to more practical matters.

You’re pinned down and probably going to get wiped out if you just hunker down here. It’s a long shot, but maybe putting a bit of fire back in the MPs will get you some fire support.

You grab the MP of highest rank and snarl in his face.

“Listen up. I’m pushing these fuckers back into the sea. Get your fucking head in the game or get out of my way.”

You’re lying through your teeth of course, but your demand seems to have struck a chord with the lead MP.

“YOU HEARD THE MAN, GET YOUR SHIT TOGETHER AND FIGHT! WE’VE GOT WORK TO DO!”

With a bit more cajoling, the previously shaken and crumbling group of MPs is ready to charge into battle.

https://www.youtube.com/watch?v=lYlkYkHkZxs

Despite the fact that you’re still in your chef’s apron, they don’t think to question your authority for even a second.

Must be their training kicking in; somebody who appears to half a clue what they’re doing is screaming at them, just follow their lead.

The strategy is simple. Move from cover to cover and link up with various pockets of resistance, suppressing any opposition along the way.

Those yellow-armored grunts take a surprising amount of punishment, but they fall in the face of multiple sustained bursts of fire.

Slowly but surely, your little contingent carves out a path to the main stage.

Spotting an opportunity, Shaw’s mercenaries link up with your reinforcements and go on the offensive.
>>
>>4976258

Pierce is busy playing grab-ass with the boarding party’s leader, who keeps trying to freeze him in place.

With a lull in the firefight, a couple of Shaw’s guard grab him and hustle him towards the exits, leaving the prototype behind.

You couldn’t ask for a better opening if you asked your fairy godmother for one. After a quick check to determine it’s the real deal, you’re satisfied.

You’re not exactly a signals specialist or techie, but it certainly looks real enough. There’s a lot of options up on the screen, most of them related to various frequencies and ranges. You turn it off, and cradle it carefully.

Turns out, that ebb in the firefight was just the harbinger of the next wave. Another fresh wave of yellow-armored men join the fight. Part of you wants to whip out the full range of your abilities and really go to town, but reality rears its ugly head.

Now that you’ve got your objective, making a quiet exit is in your best interests.

You retreat from the auditorium, leaving the MPs and Shaw’s mercenaries to hold the line. They’ll be fine; they’re in a good position and they’ve just gotta play for time.

You keep a close hold on the prototype, stopping only to quickly change into the diving suit you planted nearby.

After a perfunctory equipment check, you load the Mark 1 Tesla into a waterproof duffel bag and sling it over your shoulder.

Thankfully, you make it to the top deck without being stopped. The security forces must be focused on mobilizing and combatting the more obvious threat at hand.

Judging from the scattered bursts of gunfire, multiple skirmishes are playing out throughout the Ronald Reagan. Not your problem though.

You take a deep breath, before jumping down towards the ocean. It’s a long drop, but the dive suit helps to cushion the blow. You catch yourself with a tendril midway and gently lower yourself down to keep from splattering, just in case.

Once submerged, you start to carefully make your way past the various picket ships and watchdogs that provide perimeter security for a carrier group.

Either you keep a low enough profile, or they’re too busy trying to get ahold of the Ronald Reagan, because you slip the net without any problems.

Once clear, you flex your powers’ muscles a bit and start riding the currents to the nearest exfil point.

You’ve gotta check the onboard GPS a couple times when you start to drift, but you make it without difficulty.

All that’s left now is to signal for pickup and a wait for your ride home.
>>
>>4976259

Overall, this went pretty well. You weren’t able to grab any side profit, but you managed to get home unscathed, with experimental military technology in tow. You’ll chalk that up as a win any day.

You console yourself further with the reminder that this is only the tip of the iceberg. Once this tech gets integrated with the PT boat’s systems, the sky is the limit. You’ll be able to launch strikes on all kinds of targets, of any stripe.

https://www.youtube.com/watch?v=tcb0IQHGbEA

It’s fair to say that you’re not just a lucky amateur anymore. While it’d be a stretch to call yourself experienced, you’ve faced some long odds and came out on top.

As you bob in the gentle waves, you let your mind wander. It seems so long ago that you were begging on the streets, bruised, and hungry.

Unconsciously, the question pops into your head. Why do you keep taking these kind of risks?

With the proceeds from your previous jobs, you’ve carved out a decent enough niche for yourself and could probably find legitimate employment if you tried hard enough.

But instead, all you can think about is the next job; of the next opportunity to make your mark.

In the end, you conclude that the biggest draw is…

> The power. You had everything ripped from you in one fell swoop. Once you get strong enough, you’ll never be in that position again.

> The money. Honest work may be clean, but nobody ever got rich playing by the rules. It makes the world go round, and you’ll get your cut of it or die trying.

> The action. A good fight’s always gotten your blood pumping, piracy just takes it to a new level. Your place is out on the sea, cruising for prey.

> The freedom. You’re free to take whatever jobs you’d like, pursue whatever targets draw your eye. The only person you’re beholden to is yourself, and that’s the only way to live.

> Other?
(Last update of the thread, vote closes when the thread dies or I start a new one, whichever comes first. In the meantime, feel free to ask questions, speculate, all that good stuff.

As always, thanks for playing. Next thread'll be up on Wednesday, need a couple days to get stuff together.)
>>
>>4976266

> The action.
> The money.
> The power.
> The freedom.

The New take on life, we feel alive!

In that order.
>>
>>4976266
>Power. Everything and everyone was taken from us. We won't let ourselves get blindsided by somebody else taking it away again. Whether it be Money, friends, or whatever passes for family that we still have left.
>>
>>4976266
> The freedom. You’re free to take whatever jobs you’d like, pursue whatever targets draw your eye. The only person you’re beholden to is yourself, and that’s the only way to live.
>>
>>4976266
>> The power. You had everything ripped from you in one fell swoop. Once you get strong enough, you’ll never be in that position again.
>>
> The freedom. You’re free to take whatever jobs you’d like, pursue whatever targets draw your eye. The only person you’re beholden to is yourself, and that’s the only way to live.
>>
Remembered to archive the thread, it's at

http://suptg.thisisnotatrueending.com/qstarchive.html?tags=X-Men:%20Plunder%20and%20Wonder

I'll probably keep the tags consistent, since changing them makes combing through the archives a pain in the ass.
>>
>>4976266
>> The freedom. You’re free to take whatever jobs you’d like, pursue whatever targets draw your eye. The only person you’re beholden to is yourself, and that’s the only way to live.
>>
Link to new thread: >>4979378



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