When killing negotiators to start a war, timing is everything.
Sure, you could've blown him away as he got out of the car. Or taken an anti-material rifle and just punched through the car. But that lacks art, and they might have sent another. And then where would you be? Spending every weekend sitting around, killing negotiators. And while that totally is your idea of a good time, your best friend might feel mistreated if you ditch him all regularly.
No, you'll do it right, and that means timing is everything. Here, it means shooting him during the negotiations, even if you have to aim through the trees and past the various memorials littering the park.
You have your directional antenna focused on them, and you're waiting for tempers to flare. There's bad blood here, of course there is. They wouldn't need a peace negotiation otherwise. You've seen it often enough. It's fifty fifty that you wouldn't even have to do anything, but then you wouldn't get a paycheck either, and being an Evil Sniper isn't cheap. There's the cost of very large rifles, very large ammunition, travel to exotic locations, bribes and so on. The usual expenses of living.
You have to commend their restraint, it takes nearly two hours before you finally get an opportunity. You roll over to the rifle from group A you nabbed a week ago, and blow the bearded ones beard away. With your low angle and position behind group B, it should look like an attack from group A. Then you roll over to the second rifle. This is why they hired you. To make sure the dream of peace died here, and that means going a bit further.
You take careful aim. This will be a little challenging, even for you. Baldy, the negotiator from A, is trying to calm things down. They picked a good man for this. But you are better. You have a rifle stolen from A. There's a conveniently placed statue pedestal. You've always been great at pool.
The rifle barks, the stone cracks, the man falls. A second later, both delegations open up. Mission accomplished.
You collect the spent casings, pack up your observation gear, and store away both rifles. Then you power walk away. The police can't ignore this, no matter what they got paid. Getting picked up would ruin your work.
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You make it back home ok. A passing police car stopped you, but they only offered you a ride home. You accepted, because rifles are heavy. You doze off for the half hour drive. They even help you carry your bag up the stairs, so you give them your left-over homemade sushi. Bribing policemen is an evil thing, after all. Alternatively, poisoning policemen is also evil. You can't remember how that particular batch turned out.
You store your stuff away call Carly about disposing the evidence, and then sit down in the TV corner to plan your next week with the soothing background noise of news reports about the renewed fighting between the Amaretto and the Koshnic crime families.
You have 4 Evilness points, and 7 Sniperness points. You use up 1 of both every week, and some actions can also reduce them. Do Evil things and Snipe people to gain more. Don't let either run out or it's quest over, since you won't be an Evil Sniper anymore.
You have 2 actions:
[]You know a guy who knows a guy… who has a whole lot of puppies. You should go look at the puppies. To kick them, of course, no other reason. You're Evil, after all.
Rewards: +2 Evilness. Play with kick puppies.
[]You should spend time with your best (only) friend. Blan isn't very demanding, so long as he gets to steal your food, but that doesn't mean you should abuse it.
Rewards: Marathon Shell of a Ghost.
[]Go to school. Maybe you should do that at some point. There's just so many people, and you can't shoot any of them when they say mean things.
Rewards: Education. Social anxiety.
[]Look for more contracts. These things don't come to you, thank everything. That one time was a mess.
Rewards: Find more people to pay you for shooting other people. Contracts rewards large amounts of Evilness and Sniperness.
[]Spent vast amounts of money for... professional reasons. Buying another rifle is something you totally need. For your work.
Rewards: Inner emptiness filled. For a moment.
[]Spent tiny amounts of money for incomprehensible reasons. Girls are supposed to have a vast array of clothing. None of which in camo patterns. You don't have that, and don't understand why you should. Your school uniform does well enough as an urban disguise. Still, maybe you should try it?
Rewards: Confusion. Vague sense of sadness.