Well 12-0 seems one-sided enough, +1 Notoriety it is.
(XX)
Round 4: February 2168 (Part 2 of 2), Winter
If anyone in the gang had any doubts about what happened at the Salon Sisters meeting, Konomomi and the group that had gone with her barging into the base like a storm and Konomomi immediately calling a meeting with Hirai, Araki and Takagi, before she made an announcement to the whole gang, were pretty good indicators of how it went.
"… And that's the gist of it." She finished explaining ten minutes later. As she expected, Hirai and Araki were now also fuming. Frankly, Konomomi had expected the Sisters to try and sugarcoat their opinion on the Diamondbacks, but there had been none of that. Needle Hair was direct, to the point, and utterly infuriating.
"We all agree this isn't that much about the cash, right?" Takagi asked after a moment.
"Most likely." Hirai replied, "I think they want
some money, but if they wanted us to do this it would have been better to try and buy our loyalty. Thirty percent from a good robbery is a lot for us, but the issue is their temperament."
Konomomi nodded, "They want us to take the attention of Heroes and Police, that's what they actually get from this. With all the gangs in Musutafu, if they need to investigate us, the Sisters can use that time to lay low and probably take care of other business."
Araki sighed, "The problem is, we might have to accept for now."
"What?!" Takagi shouted, "Hell no, we are not working for the hair bitch and her sisters!"
"They wouldn't start an open gang war with us, even if they threatened it." Hirai pointed out, "That would run counter to them letting the attention of Police and Heroes move on."
"I'm not worried about that. I'm worried about them taking us down one or two at a time. We can't stay huddled inside the base, and we
are vulnerable when we go out."
"Larger groups…" Takagi started, but Araki shook her head.
"Are not sustainable. We can't sell drugs as a crowd and hope we don't get caught, and Takoba Beach is in the open, people will notice if too many of us are rummaging through the trash consistently. Heck, they already noticed when we sent three or four people at a time. Any activity we do requires
some subtlety."
"If they try that we will take them down." Konomomi said, and from her tone she counted it was clear she meant it as a fact. She would not let the death of even one Diamondback go unpunished, even if it meant war.
"And then we lose more people
and get the heat on us. Even if we win – and it's a big if – what do we gain? Maybe some money, if the Sisters keep their cash stashed away in a spot we can find, and in the best case a larger territory we can't really control, given our current finances and manpower." The woman sighed, "The truth is, they know we can't do anything meaningful to them down. We are a small gang that is barely holding on its current territory. From a gang war, they get some heat and some losses they can recuperate. We get a loss of manpower, and unless we pull off some big win that makes us look dangerous, all we get in return is another gang coming in when we are weaker to make even worse demands."
Konomomi clenched her fist. She was furious, but what could she say? The issue wasn't whether she could take on the Sisters or not, and both sides knew it. No, the real issue was that even if they did win, she would lose too much. She wasn't naïve enough to think every member of the Diamondbacks would live a long and happy life – they were criminals, after all, realistically some of them wouldn't survive the year, ending up either in jail or dead – but she wasn't about to feed them in a meat grinder if she had a choice.
On the other hand, though, her pride was screaming that doing this was wrong. That she had to prove who she was, who the Diamondbacks were.
"Alright." She finally said, "Here is what we will do."
Your current Income is +2. Your current Budget is 22. Your Notoriety is -40. Your Infamy is -23. You are Rankless.
Gang Actions (With 20 members, you can select 0 actions) (Your Bonus to the roll is applied halved, rounded down to a minimum of 1. Applied modifiers: Brawling +1/Accounting +1/Information Gathering: +7):
[] Recruitment: More people on your side means more work getting done. (Notoriety/Infamy roll, base success chance: 70%, takes 1 Round, results depend on the roll).
[] Drug Dealing (2): With the basics covered, you might be able to expand your business. However, such an expansion comes with more risks. (Accounting roll, cost: 30 Budget, base success chance: 50%, takes 4 Rounds, raises Infamy by 10 and Income by 15 when completed).
[] Establish Order: You just set up shop in this Block, and your hold on it is still weak. You can send your Gang to patrol the area and make sure people know who is boss now. (Brawling roll, base success chance: 80%, takes 2 Rounds, raises Notoriety by 7 when completed).
(1 Round left)
[] Protection Fee: People will pay you to not cause trouble in the Block, naturally. However, some citizens might object to that (Oratory Roll, cost: 10 Budget, success chance: 70%, takes 2 Rounds, raises Infamy by 5 and Income by 15 when completed).
(2 Rounds left)
[] Keeping An Eye On The Neighbors: The nearby Blocks are controlled by other gangs, each with their own ideas. You could send some of your members to keep an eye on them. (Lasts 1 Round, advantage on Information Gathering rolls to spot any suspicious movement from the nearby Blocks, adds 5 Notoriety).
[] Distracted Heroes: Sending your Gang to cause trouble in bordering Blocks would make the Heroes less likely to keep their eyes on Takoba 1. However, bordering gangs might not like this… (Brawling Roll, Lasts 2 Rounds, 50% chance of success, 10% bonus on Heists/Criminal Activities, Raises Infamy by 5, Lowers Notoriety by -5, additional gains/losses depending on roll)
-[] Choose Ward and Block (example: Takoba 2 or Nuru 10)
[] Thievery Time: Stealing in your Block might not be a good idea long term, but it could help your Budget if it's strained. (Accounting roll, Base success chance: 75%, takes 1 Round, results: Adds Budget depending on the roll, adds Infamy depending on the roll).
[] The Other Base: Takoba 1 was, before the raid, Takoba 1 and Takoba 2, with a gang called the Sea Hawks controlling another part of the Block. While they were disbanded, finding their past base might be useful (Accounting roll, cost: 20 Budget, base success chance: 50%, takes 5 Rounds, results: find the Sea Hawks base and take everything valuable, if there is something left. Reduced cost to build a second base in Takoba 2).
[] Hidden Treasure: One of the papers you found and repaired in the old office mentioned the Backdrafts' Boss had planned to hide a stash of money somewhere in their turf for emergencies, and it lists a number of hiding spots. Maybe he never did it, but sending some of your guys to look might be worth a shot… (Accounting roll, base success chance: 45%, takes 2 Rounds, results: ???).
Base Actions (Choose 0 actions per Round):
[] Nothing: It's all good for now.
[] The Gates: Buying better locks could help keeping the base safe (Cost: 10 Budget, applies -1 malus on Information Gathering rolls against your gang).
[] The Kitchen (2): Buy better quality furniture for the Kitchen (Cost: 30 Budget, raises Gang's happiness)
[] The Podium: Speaking from above would make your words resonate better, even just using a simple wooden podium (Cost: 10 Buget, +1 Bonus to Oratory within the base on your allies).
[] The Office (3): A safe would be a valuable investment. (Cost: 60 Budget, adds protection to Budget and against Information Gathering)
[] The Bedroom (3): The old storeroom is far from ideal to sleep in. Spending some money to isolate it better from both sounds and temperature changes might be a good idea. (Cost: 60 Budget, makes the Gang happier)
[] Lost Treasures: The beaches of Takoba might still hide valuable stuff. (Success chance: 60% (added 10% from Fixit), Takes 2 Rounds, Budget increase depending on roll)
(1 Round left)
[] Build a new base: A secondary base could be useful for the future (Cost: 200 Budget, adds another Base)
-[] Choose Block
Personal Actions (Choose 1 action for the Round):
[] Work With the Gang: Help your gang personally with one of the tasks at hand for 1 turn. Apply your full bonus to the roll.
-[] Select Gang Action you are going to help with
[] Train: Train one of your skills to make it grow stronger. (Roll with the appropriate Bonus, base success chance: 70% (varies by subtracting the bonus you already have from the base chance), takes 1 turn, results: increase a Bonus by a certain amount)
-[] Select Bonus to train (Your current Bonuses (without secondaries): O: 0/B: 2/A: 1/IG: 15)
[] Meet the Neighbors: Try to set up a meeting with the gang that controls one of the bordering Blocks. (Notoriety/Infamy roll, base success chance: 40%, takes 1 turn, results: Set up a meeting with another gang leader).
-[] Choose District and Block (example: Takoba 2 or Nuru 10)
[] Watching the News: Your new laptop and a stolen internet connection mean you have a way to learn a lot more on Heroes and their Quirks if you need to. (Information Gathering Roll, base success chance: 75%, takes 2 turns, results depending on roll).
[] Hears in the Underground: It might be a good idea to try and learn more about what's going on in the Musutafu underground. (Information Gathering Roll, base success chance: 70% (5% bonus from Of Quirks and Villains 1), learn more about the Villains across Musutafu.
[] The Right-Hand Man: Having an assistant would be useful. (Name one of your gang members as your second-in-command. Adds bonuses to Gang Action rolls if he is assigned to them. Keep in mind they will gain Notoriety/Infamy from the Gang's actions too and might Rank up as Villain independently).
[] Train your Quirk: Training makes all the difference. Maybe training your Quirk will be useful. (Base success chance: ???, takes 1 turn, results: ???)
Event Decisions (Choose one):
[] Unfair Treatment: The Salon Sisters have cornered you, for now. Working for them is probably more convenient for your own survival. You can consider how to pay them back in due time. (Continue Event)
[] Pride Comes Before Their Fall: The Sisters have pushed too far. You are not going to let them boss you around, even if it will have its cost. (Continue Event)
Special Decisions (Choose one):
[] Trigger Happy: Selling Trigger could mean a lot of money for your gang, so sending someone to look into sellers could be a good idea. However, this might prove expensive and dangerous. (Cost: ???, Success chance: ???, results: Progress on Event)
[] The Debute: If you feel established enough, it might be a good chance to contact the Wild Villains (Success chance: ???, results: Progress on Event)
[] Enemy of my Enemy: Finding allies against the Salon Sisters specifically might be a good step toward taking them on… (Success chance: ???, results: Progress on Event)
-[] Choose Gang.
(XX)
We don't need handouts from such overconfident jerks, as for their offer, they hold the cards to make trouble for us if we don't do it, on the other hand screw them and their offer, it makes us little more then another source of income with no risk to them and i refuse to be a tool for anyone.
We're going to dismantle the crap out of this place. I don't know how but we will.
Welcome to our shit list Salon Sisters.
Fuck them bitches and their money.
Well it seems wanting to punch them in the face is a very agreeable opinion.
@Darken How long are is this heist deal supposed to last, until they say so?
Yeah, pretty much.
24 Hours vote.