Gangs of Musutafu (A My Hero Academia Villain Gang Quest)

It unlocks more stuff with higher bonuses.
That's fair, but at our current income, we'll have to wait ten turns until we can make it back assuming that we aren't able to increase our income rate. Also, I remember we chose to start with higher income for our gang. Was that referring to our starting income of -5? Or the percentages of increasing income? Because I had been assuming the latter, because -5 feels like a weird place to start for "higher income".
 
Was that referring to our starting income of -5?
The higher income comes with more money being gained from the gang actions that bring in income (aka, you get 1.5x the amount of income you would get from that action regularly. As it is, the reason you are making so little is that your only income is from the basic drug dealing). The reason you started with -5 was because you also picked the extra members (so extra action) starting buff.
 
[X] Trigger Alert
-[X] 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).
-[X] The Gates: Buying better locks could help keeping the base safe (Cost: 10 Budget, applies -1 malus on Information Gathering rolls against your gang).
-[X] Investigate the target: You don't feel confident yet. Sending some of your guys to keep an eye on the target for a while might be a good idea (Cost: 5 Budget. Information Gathering Roll, base success chance: ???, result dependant on Roll).
-[X] 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)
-[X] Select Bonus to train: Oratory
-[X] 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)
-[X] Tetsuo Hirai (Second-in-Command): Brawling +15, Information Gathering +7, Accounting +2, Oratory +1)
--[X] 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)

Anyone have any ideas for bodyguards?
 
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[X] Grandma Attack
-[X] 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).
-[X] The Gates: Buying better locks could help keeping the base safe (Cost: 10 Budget, applies -1 malus on Information Gathering rolls against your gang).
-[X] The First Mission
-- [X] Write in: Send Yasu Araki to steal detective valet during his morning jogging. Make sure that her face is covered by hood/medicine mask. Allow detective to notice her attempt and start pursuit. Fight back, then have Araki reveal herself as elder woman. Have some of your guys nearby to rescue granny from Kiyohiro assault and record this interaction. Publish it on the net. If it does not get him fired quickly enough escalate with dropping something heavy on his head as accident. Have Konomomi nearly to come to the rescue and quickly heal him but leave some brain damage intact. If it does not work have your gang members beat him posing as citizens willing to take justice for the grandma into their own hands.
- [X] Train your Quirk: Training makes all the difference. Maybe training your Quirk will be useful. (Base success chance: ???, takes 1 turn, results: ???)
-[X] 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)
-[X] Tetsuo Hirai (Second-in-Command): Brawling +15, Information Gathering +7, Accounting +2, Oratory +1)
--[X] 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)
 
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Just want to clarify for this one, Araki doesn't turn into an elderly woman, she constantly looks like one.
Poor girl. Well I wrote that she should hide her face at the start, so it still will be a surprise for Kiyohiro either way. Especially if she will demonstrate her decent physical form during chase/beginning of the fight. We obviously will only record the ending of it.
 
Send Yasu Araki to steal detective valet during his morning jogging. Make sure that her face is covered by hood/medicine mask. Allow detective to notice her attempt and start pursuit. Fight back, then have Araki reveal herself as elder woman. Have some of your guys nearby to rescue granny from Kiyohiro assault and record this interaction. Publish it on the net.
I like the plan, but if we can't place the wallet back onto the officer, the jig is kinda up. This also requires Yasu to be able to avoid being captured by the police officer and run away from him long enough to get to the people recording the altercation. Plus, do we even have cell phones that can upload video? Or a social media account that can't be traced back to us?

Plus, we have 4 rounds to complete it.
 
I like the plan, but if we can't place the wallet back onto the officer, the jig is kinda up. This also requires Yasu to be able to avoid being captured by the police officer and run away from him long enough to get to the people recording the altercation. Plus, do we even have cell phones that can upload video? Or a social media account that can't be traced back to us?

Plus, we have 4 rounds to complete it.
Drop vallet on the street during fighting.
If Yasu can't reach her people then they should go toward her, she just need to resist long enough.
We are told that our gang has several phones if not the latest models. If they don't have the means to upload the video then i assume that they will took preparational steps to solve this problem. Video can be uploaded from some public library or computer club.
Sure we can drag it out, but the quicker we will do it the less actions we will spend on this overall and will be able to focus on Salon sisters
 
Okay, I'm going to suggest a different approach. The mugging reverse plan has way too many points of failure.

Trigger Happy also seems a bit too risky right now. "expensive and dangerous" it is described as. I might be willing to try it when we are more established and have better connections, but right now it just seems like a bad idea. Better to just work on our defenses for when the Salon Sisters inevitably do something stupid.

[X] Plan One Way Bad Trip.
-[X] 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).
-[X] Tetsuo Hirai (Second-in-Command): Add to Gang Training

-[X] The Gates: Buying better locks could help keeping the base safe (Cost: 10 Budget, applies -1 malus on Information Gathering rolls against your gang).
-[X] The First Mission
--[X] Write in: Spike his drink at the pub with a hallucinogen or stimulant. Preferably both. Have someone record from the sidelines if/when he starts acting erratically.
---[X] Make sure the involved gang members are ones that wouldn't stand out at the bar. Do reconnaissance of the bar in the days before to figure out how to spike the drink best. Have the person who spikes the drink leave as soon as they can without drawing attention. Have the person who does the recording just act like a gawking bystander.
-[X] Train your Quirk: Training makes all the difference. Maybe training your Quirk will be useful. (Base success chance: ???, takes 1 turn, results: ???)
-[X] Work and no Play: Perhaps a bit dull, but just waiting to see what happens while shoring up your defenses might be the best strategy right now. (Success chance: ???, results: Progress on Event).

So here is my plan:
--[] Write in: Spike his drink at the pub with a hallucinogen or stimulant. Preferably both. Have someone record from the sidelines if/when he starts acting erratically.

See we know he is immune to narcotics, but not all drugs are narcotics right? In fact with his quirk and constant stress I would be willing to bet he has an interesting reaction to strong stimulants. Interesting in a bad way.
So combine stress + stimulants + alcohol + hallucinogen the odds of him doing something stupid should approach 100%. Maybe he has a breakdown and starts to rant about something crazy. Maybe he thinks he surrounded by monsters and starts lashing out. Whatever. But having him act crazy in public should at the minimum be enough to destroy his reputation and play into the narrative of overwork. And that is if he doesn't just straight up break any laws in his impaired state and get arrested.

The plan is low risk enough that even if we fail we probably won't draw much suspicion and can try again next turn. Best to start with something that doesn't tip our cards.
 
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I don't know if I would call it low risk. Especially if the pub has security cameras
Well, maybe it does, maybe it doesn't. We can scout the place first to see, and if it does make sure that the spiking occurs in a blind spot. I'll edit the plan to include a little reconnaissance.

Plus the person who spikes the drink can leave before the drug comes into effect. They are basically the only person at risk during the whole operation.
Then there just needs to be a second person who records. But they just act like a random bystander. Recording when someone is doing something stupid is hardly suspicious behavior after all.

So it's not zero risk, but it has only a single point of failure (successfully spiking the drink.)
Judge a plan based on how many things have to go right for it to work. Having just one seems like a pretty good shot. Much better then the mugging plan. What if he just doesn't pursue? What if he calls a hero? What if the video doesn't show what we want? Plus the video in general is a bad idea because it would show the identities of a bunch of our gang members. Much worse then any pub security cameras.

So by low risk I mean low risk relative to any other plans that have been proposed so far. Relatively low risk.

Edit: included this:
---[] Make sure the involved gang members are ones that wouldn't stand out at the bar. Do reconnaissance of the bar in the days before to figure out how to spike the drink best. Have the person who spikes the drink leave as soon as they can without drawing attention. Have the person who does the recording just act like a gawking bystander.
 
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[X] Plan One Way Bad Trip.

Can't we also assign Hirai to the ongoing Gang Training?

-[] Tetsuo Hirai (Second-in-Command): Brawling +15, Information Gathering +7, Accounting +2, Oratory +1)
-[] Gang Training
 
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Trigger Happy also seems a bit too risky right now. "expensive and dangerous" it is described as. I might be willing to try it when we are more established and have better connections, but right now it just seems like a bad idea. Better to just work on our defenses for when the Salon Sisters inevitably do something stupid.
That's fair. But I feel like we need to increase income by yesterday because all of our security measures typically increase Notoriety or Infamy. Also, if you want defences, why not patrol using Hirai? That feels much more proactive than just spying on everyone around us. For that matter, your plan isn't even using Hirai's bonuses??
The plan is low risk enough that even if we fail we probably won't draw much suspicion and can try again next turn. Best to start with something that doesn't tip our cards.
Maybe not from bystanders, but I feel like the officer himself would become very suspicious, especially since he's rarely inebriated to that extent and has a fairly consistent schedule.

I don't understand the rush to complete the mission. We have four rounds, and unless we come up with something super complicated, our attempt is not going to take 3+ rounds. Every failed attempt is going to make subsequent ones that much harder, so why not bide our time until we come up with something we know is sure to work??
 
[X] Plan One Way Bad Trip.

Can't we also assign Hirai to the ongoing Gang Training?

-[X] Tetsuo Hirai (Second-in-Command): Brawling +15, Information Gathering +7, Accounting +2, Oratory +1)
-[x] Gang Training
Right, going to add this if nobody minds.

That's fair. But I feel like we need to increase income by yesterday because all of our security measures typically increase Notoriety or Infamy. Also, if you want defences, why not patrol using Hirai? That feels much more proactive than just spying on everyone around us. For that matter, your plan isn't even using Hirai's bonuses??

Maybe not from bystanders, but I feel like the officer himself would become very suspicious, especially since he's rarely inebriated to that extent and has a fairly consistent schedule.

I don't understand the rush to complete the mission. We have four rounds, and unless we come up with something super complicated, our attempt is not going to take 3+ rounds. Every failed attempt is going to make subsequent ones that much harder, so why not bide our time until we come up with something we know is sure to work??
We do want more income, but I don't see it as a big problem right now because we have a money reserve, and are expecting more money coming in from finishing this job.

If we want more security going for selling trigger seems like exactly the wrong choice. It was noted to be dangerous after all, and the attention and danger that doing it will bring us seem like they will be greater then the extra security having extra income would bring.

The advantage of finishing the mission sooner is that it means we spend less actions on it. Our actions are valuable after all. Plus spying is not zero risk either. He could notice he is being watched and increase his suspicion level too. I figure that if this attempt fails we can give him a turn or two to cool off and gather more information before we try again.

I don't think that there is anything that will be "sure" to work. Everything will have it's risk. Plus I'm not sure just how much more information we will be able to get seeing as we already have a ton of information from the great dosser roll.
 
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We do want more income, but I don't see it as a big problem right now because we have a money reserve, and are expecting more money coming in from finishing this job.
While true, we're already hitting actions that cost 20-30 Budget. So that money reserve is going to be used up very quickly.

I understand you'd rather wait until we've dealt with the Salon Sisters first, and I get why. But I think we've hit the limits of our growth unless we start spending more cash.

The advantage of finishing the mission sooner is that it means we spend less actions on it. Our actions are valuable after all. Plus spying is not zero risk either. He could notice he is being watched and increase his suspicion level too. I figure that if this attempt fails we can give him a turn or two to cool off and gather more information before we try again.
While true, we're also way better at Info Gathering compared to any other skill. It feels kinda dumb to not take advantage of the fact that we specifically chose to focus on infogathering, and then not use it.


Plus I'm not sure just how much more information we will be able to get seeing as we already have a ton of information from the great dosser roll.
I don't think the QM has "trap options" that would waste our action. Presumably, whatever info we would obtain would be useful if we succeed.
 
While true, we're already hitting actions that cost 20-30 Budget. So that money reserve is going to be used up very quickly.

I understand you'd rather wait until we've dealt with the Salon Sisters first, and I get why. But I think we've hit the limits of our growth unless we start spending more cash.
I understand the need for income. But even then I would prefer to get income in another way. Maybe drug dealing 2 or taking another swing at the protection racket. Trigger seems like high risk - high reward at best. Or even high risk - medium reward seeing how many middle men the trigger would have to pass through before it gets to us anyway. Plus it would likely draw negative attention from both the heroes and other villains. Whereas our other options are more business as usual.

While true, we're also way better at Info Gathering compared to any other skill. It feels kinda dumb to not take advantage of the fact that we specifically chose to focus on infogathering, and then not use it.


I don't think the QM has "trap options" that would waste our action. Presumably, whatever info we would obtain would be useful if we succeed.
I don't think that more info gathering is useless. I just think that the DC to get something useful may be higher then expected. We already have the easily gathered info after all.

Plus there is just a limit on how much info we can get too. Only so much useful info exists after all. Maybe he has a hidden weakness or dark secret, but maybe he doesn't. So a high roll may let us get a bit more information. But there is no guarantee on how useful such information will be to our plans.
 
Round 6: Results
I don't think the QM has "trap options" that would waste our action. Presumably, whatever info we would obtain would be useful if we succeed.
There is no trap option, all of them can succeed, otherwise I would just strike them. There ARE options with very high DCs, of course, but that is to be expected.

That said

Winner plan: One Way Bad Trip

(XX)

Gang Actions:
Keeping an Eye on the Neighbours: (advantage on Information Gathering rolls to spot any suspicious movement from the nearby Blocks, adds 5 Notoriety)

[IG roll: 60+7=67]


"Thank you, good sir." The elderly woman said, sitting in a corner with a small cup sitting in front of her. The man that had just tossed in a few coins smiled, content with what she assumed was his daily good action. The old woman went back to sit down and watch the street. It was the main road that separated their territory from the Salon Sisters, so of course Araki had taken it for herself. She knew the sisters might recognize her, of course, so she had made sure to color her hair white and put on different clothes. With her head low, she'd just look like any other beggar.

This was how Araki had always survived. Her Quirk cursed her to look like an old woman since she was just a child, so she had to learn to use that to her advantage if she wanted to survive. No one thought the old woman begging in a corner was a spy. Heck, even if someone thought that, he would never think she was actually getting anything useful. Hard of hearing, bad sight... all those things came with age and would have made any ordinary elder a terrible spy. Even in a world of Quirks, there were limits to how much they could help the inevitable aging process. Fo anyone looking at her, she was just an old woman sitting at corner a few roads down from Salon Gorgon. A road that happened to be in sight of the salon, though naturally, an old woman would never have the eyesight to see that far without glasses.

Others, of course, were patrolling in regular ways. Even as they spoke, Chiba and Tobe should have been further east, and Oda and Uemura keeping an eye on their border with the Sharks and the Octo-Lovers. Some of them would be spotted and noticed. People would realize they had patrols working.

But they wouldn't realize they had her.

So she sat and waited, letting the sun continue its arc across the sky. A young girl in a Hero suit, the Pro Hero Orgue, passed by, glanced at her, tossed a coin in her cup and moved on. A police office passed by and told her gently that she should have moved, but when Araki did her best impression of being out of her wits, just nodding randomly and not moving, he sighed and moved on. Of course he did, no one wanted to be the officer arresting an old beggar.

After a few hours, a pair of women she had identified as Salon Sisters' members days before walked along the street as usual, patrolling their border. They looked at her, and seemed to be considering shooing her, but then probably realized she was sitting within Takoba territory and relented. Good, it seemed that despite the threats the sisters weren't going to start trouble just yet.

It took another hour before a girl wearing shades, a hat and a black face mask stopped by, her black hair cut in a short pixie cut. "Hi. Are you ok?" Muramoto asked, her face covered to hide her Quirk.

"I'm doing well, young lady, doing well." She replied in a slurred tone, the agreed-upon codeword that she had nothing new to report. Muramoto nodded and walked away and Araki went back to watching.

Reports show the sisters are currently taking neutral Actions and patrolling their border!
Some of your Patrols have been spotted, +5 Notoriety.
-
Gang Training:
(Brawling Roll, Base success chance: 60%, takes 2 rounds, gives a bonus on Brawling Rolls to the gang for a number of rounds (both results determined by the average roll) Round 1 Roll: 84. Round 2 Roll: 93+1+15=109. Success!
Average roll 84+109=96!
"Come on you two, attack me like you mean it!" Fujiwara shouted, before dodging a kick from Mitani and delivering a punch in the gut. Mitani doubled over, gasping for hair, but that gave Osaki the opening to slam her makeshift weapon, a pipe she had picked out from the trash, in Fujiwara's side. A rock shot up to block the blow, and she frowned. He grinned, "The other gangs won't go easy on you just because you are Quirkless, I hope you don't expect me to do that either- the fuck?!" He brought a hand to his face, suddenly seeming out of focus, and both Mitani and Osaki took the chance to attack him, scoring a pair of good hits.

The man blinked. "The heck was that, my eyes were watching from outside my body- Yamanaka!" He pivoted around, looking at one of the other members of the gang that he had faced earlier. The young girl with blond hair just offered an insencer apologetic face.

"You said that if we are down and can still use our Quirks, we should still try to support the others." She replied.

Fujiwara sighed. "Yeah, I did say that." Yamanaka's Quirk, Nerve Swap, allowed her to swap a single sense with that of another person within range. He was seeing the world from her eyes during that time. "Why don't I show you what happens when you try to do that and your opponent notices?"

Yamanaka gulped.

-x-

"So how is the training coming along?" Konomomi asked.

"Fujiwara is a great teacher." Hirai replied with a confident smile.

"Is that why I had to heal a broken nose and arm that Yamanaka said, and I quote, 'I got for following his instructions?'" She asked.

"A great teacher." Hirai said, nodding sagely. Konomomi sighed.

Your gang is combat trained! A +10 bonus will be applied to Brawling Rolls during Crowd Combat for the next three months! Training further will extend or change this bonus! Failure during training will result in the bonus being lowered! The bonus will also be lowered each round after the three months pass without further training by - 1!
-

Base Action:
The Gates:

"There we go boss, those are Quirk-proof, to an extent." Funai said, "At least now we don't have to worry about someone sneaking in."

"You can make Quirk-proof locks?" Konomomi asked, surprised.

"To an extent." Funai repeated, "Sturdier material, reinforced doors and a more complex inner mechanism mean that normal telekinetic or combat Quirks don't work and enhancers at least struggle. You can't really make a fully Quirk-proof door, of course. Especially because eventually you end up with a 'wall' level of strength."

"Any suggestion?"

"The usual. Cameras, alarms, better outside lighting... dogs are useful too. But they are expensive, so I think for now we can handle it."

Konomomi hummed. Might be worth keeping in mind though.

-

Mission Action:
The First Mission:

See Interlude 9.

-

Personal Actions:

Train Your Quirk: (Base success chance: ???, takes 1 turn, results: ???) Roll: 33.


Better. There was no other way to say it, her Quirk was becoming better. It was still a slow change, but it was growing. Repairs became a bit faster, healing a bit easier.

She was on the right path. All she had to do was follow it.

You progressed in your Quirk training!

-

Special Actions:
Work and No Play: Roll: 83


"They aren't moving much." Tobe said with a shrug, "That's about it. We have managed to figure out what a few of them look like, but I don't think they are very interested in hiding their identity in the first place."

"Good." Konomomi nodded, "Any trouble with the drug sales?"

"Not really boss." Sakuma said, "We have been keeping an eye on our sales area, but no one we don't want to showed up."

"Excellent." Konomomi nodded, "Let's not lower our guard though, alright?"

Both nodded.

You advanced the Event.
 
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