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

Will future training actions just to keep up performance still require 2 turns, or will it drop to 1?
 
Thanks for the chapter
nice rolls here especially on that gang training. would've liked to see what we couldve progressed on with our quirk if we had a higher roll but can't ask for to much.
 
Interlude 9: A Trip at the Pub
Fukuda walked in the pub and sat down at the counter. "Sup." He said, waving at the barman, "Can I get a beer?"

"Sure." The brick wall of a man standing behind the counter replied. And by that Fukuda didn't mean that he was built - although he was - he meant that the man was actually made of bricks. Stone-like body features weren't unusual, but he had never seen that variation. Quirks were weird sometimes. He accepted the beer, smiling.

"Never seen you around here before." The barman said, making small talk, "Not complaining, mind you, but usually I mostly have my regulars."

[Oratory: 54]

"My grandmother lives around here, and I have to keep an eye on her now that she isn't doing super well." Fukuda replied casually, "Figures while I rest I might as well get a drink out of it, and I decided to look for a good place. This one seems to fit."

[Information Gathering (contest): 98+7=105]

The man nodded, and Fukuda knew that was that. Telling lies was second nature to him. Hard not to when you had been a thief and occasional con-man most of your life. Having his backstory be about a sick relative meant there was no way someone would ask more questions. People were hard-wired to consider stuff like that impolite.

"Well, I'm open every day except Monday, so feel free to come around." The man said, Fukuda taking a sip of his beer. It was good, though nothing special.

"Oh, I think I will."

-x-

[Information Gathering: 49+7=56]

The trick to make his presence look natural was making it a regular thing. Fukuda didn't just show up randomly on a Saturday night. He visited on a Tuesday, and then kept coming around. Wednesday, Thursday, Friday... Make it look like he just came around every night, though sometimes leaving after a drink and sometimes hanging around for an hour or two. He brought Oda with him on a Thursday, the guy drinking his fair share of drinks much to the bartender's appreciation. Oda was a large guy with purple hair, yellow eyes with horizontal slits like a frog, and a general look that made him stand out a lot more than black-haired, white-eyed, regular sized and regular-built Fukuda. He went back alone on Friday.

All along, of course, he wasn't just drinking. He talked with the other costumers, mixing just regular venting with some casual questions about other regulars. Never asking any name, and definitely not if there were cops or the like. Just "Oh, I have never seen that guy. Ah, he is another regular? Cool." or "Really? Wonder what his Quirk is, bet it's some strength enhancement? No, Goat transformation, really? I'd have never guessed?". There were cameras in the pub, but they were aimed at the door and the bathroom. The owner likely only wanted to keep an eye on people going in and out of the main lounge, in case a thief made it in. Good, better than he had expected.

The first Saturday came around, and Fukuda this time walked in with both Oda and Chiba. He supposed this wasn't strictly necessary, but Chiba liked drinking, was a looker and liked to talk. He made for another excellent wall for Fukuda, and it built his image of a guy that had his own social circle. People always found socialites more trustable than loners.

And then he walked in, his target. Detective Sakaguchi was taller than Fukuda had expected from his bio, easily over 180. Shorter than Oda, but towering over the shorter Chiba. The difference, of course, was that the guy was thin. He looked emaciated, honestly, though part of it was probably his height and the permanent frown on his face. The detective stepped in and sat at a table with two other regulars. Perfectly in sight from the counter. Chiba sent Fukuda a look, but he shook his head.

"Never seen that guy." He casually commented instead, "Another regular?"

The bartender chuckled, "Yeah, Sakaguchi comes around every Saturday. He is almost too precise. Comes in, gets his drinks, talks with a few other regulars, and leaves." He sighed, "He used to be better, but some stuff happened. I think the stress is eating at him."

"Hard job?"

"You can say that, I guess." The man replied, and Fukuda took that as his hint to not push again. So be it then. He went back to talk with Chiba and Oda, and with other costumers. Sakaguchi never made a move to walk over to them, and the few people he drank with were about his same age.

That was perfect then.

-

[Oratory: 96]

Fukuda was a no-show on Sunday and went around on Tuesday only for a quick drink. It wasn't a good idea to make it look like he only had the bar as a place to hang out at. Wednesday he stayed the whole night, making sure to look in a bad mood. When the bartender finally asked, he just said something non-committal about family issues. Setting up his out was as important as setting his in.

Thursday was a quick visit for a drink, Friday a longer stay where he did his best to look better. Several regulars walked up to him to exchange small talk. Good, that proved he was getting in the circle.

Now all that was left was the finishing touch.

Saturday came around, and he brought Chiba and Oda again. They were usual enough no one paid much attention, and he made sure to come in before Sakaguchi, as usual. They had one shot at this, probably. Maybe two, but that depended on not spooking the cop. He yawned, complained a bit about having to stay up late at night, and waited.

Sakaguchi walked in, sat at his table, and ordered his usual. Beer mostly, though he always added a drink or two. Fukuda grinned as he saw two beers land at his table.

[Information Gathering (contest): 26+7=33]

He grabbed one of his own and pulled out the pills he had prepared. Oda knew to move to cover him up as he slipped the pills in the beer he was holding and settled it back down on his table casually, before grabbing another and taking a sip. No one had noticed, it seemed, and he went back to talking, while keeping an eye on the cop from time to time. The first beer went down in about twenty minutes, and that was when Fukuda struck.

The real reason they had chosen him for this mission was his Quirk, of course. Switch was a fun thing. It allowed him to switch an object he was touching with one of similar size he could see. For a thief or a conman it was pretty good, but here it worked really well to, for example, switch a drugged beer with a regular one.

[Information Gathering (contest): 63+7=70]

The only issue with Switch was that for an instant both objects seemed to vanish before they changed place. It lasted just a moment, and most people assumed it was their eyes being off, but the guy was paranoid enough Fukuda bet that if he noticed he was going to freak out.

He didn't. There was no reaction as Fukuda felt the beer vanish from his hand and the new one reappear. He just finished the beer and moved to the other. Taking a moment before he took the whole thing. Fukuda tapped Chiba's arm twice, and the guy nodded. His hand slipped in his pocket, and a moment later Fukuda's phone started to rung.

"Ah shit, I have to take this. Sorry guys, be back in ten." He said, looking at the caller, that was marked as 'Lil Bro'. He walked toward the bathroom. Ideal place to get a private call... or to dump a broken-up plastic bag that was all the proof of what he had just done. The mixture he had dropped in his beer was a mix of hallucinogens and stimulants. They had tried it on a couple junkies, just to be sure, and both had started screaming and ranting fast. 'Have fun now, man. That's going to be a very bad trip.'

-

[Success roll: 63/80]

Sakaguchi passed a hand over his face. He felt a bit weird, but this was only the first half of his second beer, so he chalked it up to his stress. So much stuff to deal with, fucking hell. He had to figure out where those fucking bastards were hiding their bribes. So far he had a lot of hearsay and circumstantial evidence but nothing concrete. His colleagues had some respect for him, but none of them was willing to be so openly hostile about those bribing bastards.

'Not even Irumi.' His treacherous mind whispered, but he pushed the thought aside. His ex-wife had been right. The kids didn't deserve to be dragged into this, and they needed a parent that would take care of them. He had been barely paying attention to his family, of course she had left.

He downed the rest of the beer, and felt a sting in his mind. It felt oddly liberating, somehow, like he was drinking something heavier. He shook his head and grumbled, feeling something off but not quite putting his fingers on it. Without much of a thought, he called for another beer, then leaned back.

"You are a piece of work, aren't you?" A familiar voice asked. He blinked, staring at the man sitting in front of him. Detective Zaiki grinned, and Sakaguchi felt his temper flare.

"The fuck are you doing here?!" He said, louder than he had expected.

"Me? I'm just here to watch you burn yourself to death." Zaiki replied with a shrug. His golden teeth shined as he grinned. His Quirk gave him the ability to turn his bones and keratin into metal, and the bastard used it to turn his teeth into gold, of all things. He grabbed a beer - was that there before - downed it and kept smiling, "You got a problem with me, Sakaguchi?"

"A problem? You are a fucking mole. I know that, Zaiki."

"Sure am." The man said with a grin, stunning Sakaguchi, "So is everyone else. Why the fuck do you care, anyway? Just take a bribe too and shut up."

"He is right." Another voice said. Detective Shikatsu, sitting down to his right. "Just relax. The gangs rule this city anyway. You are better off just getting some money out of it rather than fighting it."

"So you are here to drag me into this then? You want me to just roll over and accept I can't save this city? Who pays you? The Yakuza? One of the thieves? The Wild Villains? I bet it's them."

"Does it matter? We just don't care, Sakaguchi. Justice is blind. She won't notice if we make some money off the side."

"You are police officers!" Sakaguchi shouted, standing up and slamming both hands on the table, "You are supposed to care! You are supposed to protect people! You are supposed to be at war with those gangs!"

"We are." Zaiki shrugged, "So what? Look around Sakaguchi. You know you are outnumbered."

He looked around, and saw them all. The pub was filled with the faces of men and women, all of them colleagues. Most were his supsects, all standing like a wall, emotionless, staring at him, but there were also others. People he called friends, or at least good acquaintances, in the office. They were also there, and he felt his stomach fall. "You too, Maki? Shiro? Kiruda?"

"Sorry man."

"The money is good."

"I have a family, Sakaguchi. I can't just abandon them like you did." The last one said, and he groaned, like a man that had just been punched in the gut. He gasped for air, grabbing on the table, and shouted.

"Fuck! All of you?! Really?! You would fucking turn your back on us! I know Zaiki and Shikatsu are pieces of shit! I know Kato got tricked into a loan and is in their hands! I know you all have this or that issue, but it can't be everyone! It can't be that every single one of my suspicions was right! How the fuck are you all here?!"

"We want you to join us, Sakaguchi. To finally relax." Zaiki replied, "Just go with the flow. You have been on this one-man crusade for years, and it just destroyed your life. Wife, kids, friends, family... You wasted it all. It's time to stop."

"And just let you win? I can't do that! No self-respecting officer would!"

"She did." Zaiki said casually, and pointed at the crowd. They parted way, and he stared at Irumi. His ex-wife, beautiful as the first day he had seen her. She was smiling.

"Someone has to care for the kids, Sakaguchi." She said, "This was the best way."

More and more police officers were flooding the pub, and Sakaguchi wasn't sure how they were all fitting, but it didn't matter. He slammed both hands on the table, panting, sweating bullets. "All of you..." He managed to get out, "All of you are sick! You are a dishonor to the force! There isn't an officer in Nuru, no, in Musutafu that is clean! Irumi, I thought at least you were clean, but no! You are all-"

"Sakaguchi!" A new voice said, and he felt himself shake, but he didn't stop.

"-DIsgusting! I hate all of you! All those bastards that pretend to be my friends or pretend to be officers at all! I trusted them, and none of them is willing to take on the fight?! 'We need to think about it', 'You don't have enough proof', 'You should keep it more hush-hush', fuck you all! I-"

"Sakaguchi, get a hold of yourself!" The voice said, and he saw someone towering over him and dragging him away.

"-The only good thing that ever happened to this department was the man you all allowed the Seven Thrones to murder! You, the Heroes, the city council... Everyone in this city does nothing but roll over for those bastards! Do you have any idea of how much good we could have done, you corrupt sacks of shit?! I-"

A door closed, even as Sakaguchi kept shouting against all those people that dared to betray their role as Police Officers.

-

[Information Gathering (contest): 58/90+7=97]

"Well, that was a thing." Chiba said, putting away his phone. In the chaos of the police detective suddenly springing up from his chair and shouting and ranting about the police of Musutafu, making names and likely accusing more than a friend before he was finally dragged off, no one had noticed him making a video discreetly. After a few moments, he pulled out his phone again and checked the video. It seemed to be working well.

"Did I miss something?" Fukuda asked, walking out of the bathroom and past the other shocked regulars.

[Information Gathering (contest): 61/4+7=68]
[Information Gathering (contest): 55/55+7=62]


"One of the other people went insane. Huge rant about the police officers of Musutafu, and even the Heroes and Mayor, all being corrupt. He made names and all. The barman dragged him outside." He said. Fukuda meanwhile sneakily grabbed a bottle of beer and used his Quirk. Chiba saw Switch activate, the drugged bottle appearing in Fukuda's hand while his own landed on the table. With that, there would be no proof of the fact the man was drugged, unless he got a blood test. For good measure, Oda hid it in his sleeve. No one noticed either movement, too busy staring at the door.

"Sounds tough. I wouldn't want to be in his shoes. If that rant goes online, he will basically be obligated to either drop out of the force or accept a transfer to another city."

"Terrible." Chiba nodded, pulling out his phone and logging in on the first of many sites he was going to be visiting that night, "Well, I think I should go." He said, "Have fun guys."

Chiba walked out of the bar. The barman was staring sadly at the road. "He left." He said, "Still shouting about 'bastards in the force'. I've never seen someone get like that. I tried to call an ambulance, but he just ran off. What the hell is going on?"

"Stress?" Chiba asked, "Sounded like he had a lot on his plate."

"Probably." The barman sighed, "I don't know a lot about him, and I don't know what's going on with this city, but... Come on, things can't be that bad, right? There can't be that many corrupt officers." Chiba shrugged non-committally. The man sighed, "Have a good night, if you can."

"You too, goodbye." He replied with a wave, walking off in the opposite direction from the one Sakaguchi would have taken. He yawned and started to post the video online. "And goodbye to you, Detective Sakaguchi."

-

The video was on every news site by the next day. Konomomi watched the man rant about how every police officer, Hero and politician in the city was corrupt, and had no doubts this was it. There was no saving his job here in Musutafu. There were already rumors of either a full dismissal from the force for the 'obvious mental distress' or a transfer to a different department. Several of the officers he had called out by name in the video came out to offer their support for his recovery, though they all said they had no idea why he did what he did. The fact one of them was his ex-wife made it sound like he was mixing different parts of his life, after all.

"I didn't think that would go so well."

"We gave a stressed man pills that would make a far saner man take the worst trip of his life. Frankly I was more worried he would keel over dead." Takagi replied.

"That bad?"

"Dosage with drugs like that is always a difficult thing. And is not like it was stuff made for sale, this was basically poisoning." She shrugged, "Still, we won, I suppose."

"The Wild Villains will decide that." Konomomi replied, though she offered a smile, "But I guess that went as well as it could have."

Mission completed! (Rounds: 1)
You spent 10 Budget (Drinks, clothes, drugs)!
Wait for the Wild Villains response!

(XX)


Well that went well, I suppose. Not for Sakaguchi, but can't be a criminal without ruining someone's life... Eh, you know how it is.

Fukuda's Quirk was actually really good for the proposed plan. I don't remember if I ever mentioned how it worked (I'm fairly sure I haven't) but as I mentioned before, I always choose the best member for a specific action, if there is one.

Will future training actions just to keep up performance still require 2 turns, or will it drop to 1?
There will be a one-turn action that allows you to keep the bonus as is (unless it fails, of course) and a two turns action that allows you to try to raise the Bonus.
 
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The real reason they had chosen him for this mission was his Quirk, of course. Switch was a fun thing. It allowed him to switch an object he was touching with one of similar size he could see. For a thief or a conman it was pretty good, but here it worked really well to, for example, switch a drugged beer with a regular one.
Well. I'll eat my words! That went incredibly well! :D

That quirk was a game changer XD. Fukuda, I see good things in your future if you keep training with your quirk. Like seriously, just buy a bunch of empty wallets, aim for the moment they move to put the wallet away, and bingo.
 
This was awesome.
We basically pulled this off immediately after they gave us the job, played into our drug business, and did it on the cheap. (Paid 40, cost 10)
These are the kind of jobs we shouldhope they keep giving us and we become notorious for.
Seeing how we got a Round count, getting it done sooner rather than later can only help us.

Fukuda's Quirk was actually really good for the proposed plan. I don't remember if I ever mentioned how it worked (I'm fairly sure I haven't) but as I mentioned before, I always choose the best member for a specific action, if there is one.

Pretty sure all he had before now was Shift(Emitter).
It's really great that we automatically get the best people assigned because we are a good boss at delegation.
Also means plans don't need specific people or their abilities referenced, and we get to be surprised by what skills our crew has.
I like we do have quirkless members, and get to see them be useful.

That quirk was a game changer XD. Fukuda, I see good things in your future if you keep training with your quirk. Like seriously, just buy a bunch of empty wallets, aim for the moment they move to put the wallet away, and bingo.

Or give him a fake weighted gun, then have him switch it with someone else's if they pull it on him.
Would work with a prop knife too.
Instead of throwing a grenade, replace it with something on or near a person.
Lot of possibilities with this one.

Switch cellphones, briefcases, folders.
Take a photo then switch it back.
Just needs someone to help run distraction.
 
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Is there any other members in the gang who have quirks that we're not aware of?

As someone who voted against the winning plan I definitely would have voted differently if I knew what Fukuda's quirk was.
 
As someone who voted against the winning plan I definitely would have voted differently if I knew what Fukuda's quirk was.
My bad then, I assumed the rule about auto-applying the best people for the job would make the lack of a Quirk repository a non-issue, but I'll add it quickly.

  • Hirai's Quirk is Drake. This Heteromorphic Quirk gives him the appearance of a humanoid reptile with green-brown scales, pointy spikes on his head and back, two crests above his eyes, and light green eyes. His Quirk gives him superhuman strength, peak human speed and the ability to breathe small bursts of fire. His fangs are also poisonous, though the poison isn't strong enough to kill an adult human.
  • Takagi's Quirk is Blind Light. It's an Emitter Quirk that allows her to emit a blinding light from her eyes, comparable to a flashbang. It's very useful to escape, but she can't see while activating it since, understandably, light can't enter her eyes in that state.
  • Soneda's Quirk is Branches. It's a Transformation Quirk that allows him to turn into a bush. Leaves and branches grow over his entire body, his whole body becomes bark and wood, his feet sprout roots, and so on. He can still hear, see and feel through touch in this form, but cannot move. He can stay transformed for up to thirty minutes before he needs to turn back. If he is damaged, the damage translates back to his original body, so he has to be careful.
  • Araki's Quirk is Elderly. It's a Heteromorphic Quirk that gives her the appearance of an octogenarian woman even if she is actually only 22. The change is purely aesthetical, meaning that she is actually a healthy 22-year-old woman in every aspect. It doesn't do much by itself, but it's good to go around unnoticed.
  • Mitani is Quirkless.
  • Sakuma's Quirk is Fruit Control. With this Emitter Quirk, she can manipulate fruits in a certain radius. She can make them move them and also make them spoil, though she can't make spoiled fruits go back to normal. It's similar to canon Quirk 'Leafipulation', though it only affects fruit rather than leaves.
  • Uemura's Quirk is Bouquet. It's a Heteromorphic Quirk that replaces her hair with flowers. The flowers wilt and bloom again periodically, changing color each time at random. The smell of freshly bloomed flowers makes people calmer.
  • Muramoto's Quirk is Scare. It's an Emitter Quirk that makes people that look at her see something they found scary happening to her body, like one of her eyes falling out and then regrowing to do so again, spiders or other critters crawling over her face, and so on. She can prevent it by wearing a facemask and sunglasses, but she adamantly refuses to do so if it's not absolutely necessary.
  • Seta's Quirk is Bivalves. This Hetheromorphic Quirk covers her head with a shell similar in appearance to a Tridacna gigas. Her head is inside this shell like a pearl inside an oyster (or so she says, the inside of the shell is so dark the only visible facial trait are her iridescent eyes). The shell is strong enough that it can block bullets, and is virtually impossible to force open from the outside once it closes, but she can't breathe in new air if she does that. She can however hold it closed for a few minutes, thanks to the air that remains inside the shell when it closes. She also can't see and has a hard time hearing when she is in this state, so she usually avoids it. She gives some killer headbutts though.
Checking, these were the ones that had been given details before, so I'll add the rest:
  • Chiba and Osaki are Quirkless;
  • Fujiwara's Quirk is Stone. It's an Emitter Quirk that grants him limited control over rocks and stones up to a certain mass within a certain area. He can summon them from the ground, launch them and so on. The larger stones he can move are about the size of a man's head, though those tend to be slower so he prefers to keep them around the size of a man's fist.
  • Fukuda's Quirk is Shift. This Emitter Quirk allows him to switch an object he is touching with an object of roughly the same size he can see. There are three limitations to his Quirk: he has to be able to lift the objects he is switching with one hand, he has to see the target object unobstructed, and the objects both vanish for an instant before switching, so someone touching or watching them can notice.
  • Yamanaka's Quirk is Nerve Swap. It's an Emitter Quirk that allows her to swap the signals her brain is receiving from a specific part of the body with the target's. This means for example seeing through the eyes of the target while the see through hers, or switch what her hand is feeling with the target's. It works within a range.
  • Funai's Quirk is Drill Fangs. His teeth - that normally are pointy like fangs - can turn into drills, rotating at high speed. As a side effect of his Quirk, his teeth are as hard as iron. He has never had a cavity in his life.
  • Tobe's Quirk is Quicksilver. She can transform part of her body into mercury. Since mercury is liquid in its natural state, this effectively makes that part liquid. Her main weakness is that it's a Transformation Quirk, so she has to actively decide to transform. She is also toxic.
  • Kusumoto's Quirk is Sword Arms. Two of his four arms have large blades in place of his limbs.
  • Oda's Quirk is Amphibian. It allows him to transform in a salamander-like creature, growing a tail, skin he can breath through, making his mouth grow in size, grants him good swimming skills, and he can regenerate lost body parts over time. It also boosts his strength.
  • Saiki's Quirk is Chocolate. He can emit a chocolate-like substance from his hand that hardens after a few seconds. It looks, tastes and feels exactly like dark chocolate, although understandably not everyone likes the idea of eating it. He has partial control over its shape before it fully hardens.
 
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We should set up a sweets shop with Saiki.
As a front. He puts our drugs in special dark chocolates.
 
Oh wow, that went very well. I didn't know what Fukuda's shift quirk was like that. Knowing it now opens up quite a few doors for us to do and since Sakaguchi refused the ambulance, I don't think there's going to be a trace of the drugs. and as stated before, we did well to play to our strengths and make it look like the build up of stress made him have a breakdown. We did the job quickly and didn't drag our feet on it. We did some scouting, and then did the job. The doing it cheap is more on us, since we can easily go over on a job depending on our approach to it.

I'd like to think the way we took care of the job and how quick is was will give us some favor with the Wild Villains. Only problem is the age old saying 'the reward for good work, is more work'. As along as we expand and train in the next few turns we should be able to handle bigger jobs.
 
Thought I'd put this together for fun. Villain aliases for our gang.

Sakashi Konomomi [Fixit]: Fixation. Queen of Diamonds.
Tatsuo Hirai [Drake]: The Great Drake. Gojira. Tyrant.
Ran Takagi [Blind Light]: Lucy ('Lucy In The Sky With Diamonds').
Yasu Araki [Elderly]: Baba Yaga.
Yasuo Fujiwara [Stone]: Undertaker. Concrete.
Mikio Soneda [Branches]: Sprig. Twig. Ramus.
Akakumo Mitani [Male14 Quirkless]: Sprite. (For red lightning sprites because Akakumo means red cloud and he is small and clever like a sprite)
Momoko Sakuma [Fruit Control]: Harvest. Compost.
Juro Fukuda [Shift]: Dealer. Trader.
Ayaka Uemura [Bouquet]: Rosemary. Spider Lily.
Akane Muramoto [Scare]: Phobia. Spook.
Takara Osaki [Female15 Quirkless]: Mino. Kimono. (Takara means Treasure/precious object, Osaki means great cape)
Shinju Seta [Bivalves]: Shelmet. Clamp.
Reiko Yamanaka [Nerve Swap]: Delirium. Nervous.
Toru Funai [Drill Fangs]: Beartrap. Drillbite. Bur. (As in a dental drill)
Nori Chiba [Male 26 Quirkless]: Yarrow. Sealeaf. (Nori means Doctrine; Seaweed; Peaceful, Chiba means thousand leaves)
Mana Tobe [Quicksilver]: Minamata. (Term for Mercury poisoning.)
Shigeo Kusumoto [Sword Arms]: Daishō
Mikio Oda [Amphibian]: Newt.
Seiji Saiki [Chocolate]: Bittersweet.
 
Nice!
Well, not nice, evil really. I feel kinda bad for him. But still, it's always satisfying to see the plan you made work out.

That worked a good bit better then I had hoped. In a world with quirks no case can be fully airtight, but it looks like this one looks pretty solid. Very slickly done.
I'll be 100% honest, I had forgotten about the Shift quirk too. I had assumed that we would need to spike the drink via mundane slight of hand (perhaps when walking past or like).

Considering that the roll that got us this mission was a 3 we probably got off very lightly. We completed a difficult mission quickly, quietly and with minimal complications. I'm almost worried the Wild Villains might overestimate our abilities going forwards.
 
Round 7: Voting
After trying for a bit I realized Interlude 10 just wasn't interesting enough to be a whole Interlude (I had decided to do the switch in the first place to fix a, all things considered, small mistake I made while posting, anyway, so no big deal), so I went back and edited the Round 6 Results to give a short summary for the Special Decision you took and I will now move on to Round 7.
(XX)
Round 7: April (Part 1 of 2)

"An invitation so soon?" Konomomi asked, "I expected it would take a bit for them to find out."

"It's all over local news, they'd have to be blind to not know." Hirai replied. "The invitation is comprehensive of two tickets for the Ushimitsudoki Exhibition at the Aquarium." He added, and Konomomi nodded. They knew this meant they wanted her with another person. "Who are you taking?"

"I'll decide later." Konomomi replied, "Does it say anything else?"

"They are impressed by your skills in quickly taking care of the matter. The payment will be delivered at the meeting, but they want you to know they have an overall positive impression."

"Probably a good thing we have Fukuda, this would have been a lot harder without him." Takagi commented.

"True." Araki said, "So, what are the orders, boss?"

Konomomi proceeded to explain.

(XX)

Your current Income is +1. Your current Budget is 50. Your Notoriety is -5. Your Infamy is -22. You are Rankless.

You can assign Special Characters to a Gang/Base Action of your choice, adding their bonus to the roll. Available Characters:
[] Tetsuo Hirai (Second-in-Command): Brawling +15, Information Gathering +7, Accounting +2, Oratory +1)
- [] Choose Action

Gang Actions (With 20 members, you can select 2 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).
[] Underworld Patrol: With the Block under control, it's probably better to keep it that way. Setting up patrols will make sure you catch anyone that comes around to stir trouble before they can get ideas. (Brawling roll, base success chance: 65%, takes 5 Rounds, raises Notoriety by 15 when completed).
[] 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: 65%, takes 2 Rounds, raises Infamy by 7 and Income by 15 when completed). (Success chance lowered for three months (six rounds, until Round 11))
[] 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 -7, additional gains/losses depending on roll, might anger the Gang owning the Block...)
-[] 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: 35%, 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: 30%, takes 2 Rounds, results: ???).
[] Problems, Friend?: Send some of your people to cause trouble in your Enemies' Block. This will raise Hero activity in the area, but is also likely to cause a response. (Cost: 5 Budget, Brawling Roll, base success chance: 70%, Notoriety/Infamy change depending on Roll).
[] Ambush on the Border: Trying to reduce your enemies' numbers might be a good idea if you think your guys is up to the task. (Cost: 15 Budget, Information Gathering Roll, Base success chance: 50% (identifying the enemy correctly), takes 3 rounds, if successful will result in a Crowd Fight).
- [] Number of Gang Members sent to the actual Ambush (can be any number you have)
--[] (Optional) specify important characters, if any.
[] Gang Training Some More:
Your training is done, but your guys could use becoming even stronger (Brawling Roll, Base success chance: 55%, takes 2 rounds, adds additional points to the Brawling stat if successful)
[] Keep in shape: Training all the time can take some time,

Base Actions (Choose 1 action per Round):
[] Nothing:
It's all good for now.
[] Alarms: Installing alarms at the door could be a good way to keep people out. (Cost: 20 Budget, applies -10 malus on Information Gathering rolls against your gang. If the alarms are broken, the bonus is removed (repair costs 5 Budget)).
[] Guard Dogs: Dogs are cheaper than alarms, and gathering five or so stray dogs wouldn't be hard, but they require to be kept alive and healthy. They would also help the Gang's mood though (Cost: 5 Budget, takes 2 rounds, lowers income by -1, applies - 10 malus on Information Gathering rolls against your gang. Raises morale of the gang. There is a 1% chance one of the dogs is a Quirked animal. If the dogs die, the bonus is removed).
[] 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: 50% (added 10% from Fixit), Takes 2 Rounds, Budget increase depending on the roll)
[] Build a new base: A secondary base could be useful for the future (Cost: 200 Budget, adds another Base)
-[] Choose Block
[] The Parking Spot:
One motorcycle can stay in the base. More need for extra space, and it might also be useful for other endeavors... (Cost 150 Budget, unlocks Chop Shop options).
[] The Arena: Seeing a Fighting Pit in person gave you ideas... (Cost 150 Budget, unlocks Fighting Pit options).


Mission Actions (You can select 1) (Mission Completed):
[] Respond to the Invitation:
You have been invited to the Aquarium to receive your rewards. It would be a bad idea to not answer. (Attend the meeting. Success chance: 100%)
- [] Choose one person that will accompany you.

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)
[] Call in support:
Ask for help from your allies for one of the Gang Actions. They will have the right to refuse if they don't believe it's part of the agreement. Asking too often might prove ill-advised. (Allows to add a bonus to rolls until the task is completed. Ring Leaders Bonus: B +5, O +1, IG +2)
- [] Select Gang Action
[] Alliance Meeting:
If you need to meet with your Allies to discuss something that isn't an emergency, you can take this action.
- [] Write in (What you wish to discuss in general terms)
[] 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).
[] Bodyguard: Hirai's suggestion might have some merit. Having a bodyguard around might be useful (Name one of your best fighters as your personal bodyguard, allowing you to have an extra fighter on your side during Duels (unless otherwise specified). Since he will be assigned exclusively to protect you, he will not be counted in the total of gang members, lowering their numbers by one.)
[] Train your Quirk: Training makes all the difference. Maybe training your Quirk will be useful. (Base success chance: ???, takes 1 turn, results: ???)

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)
[] Broaden the Net: More allies aren't a bad idea, though they might make you too noticeable… (Success chance: ???, results: Progress on Event)
-[] Choose Block.
[] 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).
[] Nothing to See Here: Do nothing for this round except your usual activities. (Success chance: ???, results: Progress on Event)
 
[X] Plan: Speaking My Language
Gang Actions

-[x] 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).
-[x] 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: 65%, takes 2 Rounds, raises Infamy by 7 and Income by 15 when completed). (Success chance lowered for three months (six rounds, until Round 11))
-[x] Tetsuo Hirai (Second-in-Command): Brawling +15, Information Gathering +7, Accounting +2, Oratory +1)
--[x] Recruitment
Base Action
-[x] Alarms: Installing alarms at the door could be a good way to keep people out. (Cost: 20 Budget, applies -10 malus on Information Gathering rolls against your gang. If the alarms are broken, the bonus is removed (repair costs 5 Budget)).
Mission Action

-[x] Respond to the Invitation: You have been invited to the Aquarium to receive your rewards. It would be a bad idea to not answer. (Attend the meeting. Success chance: 100%)
--[x] Shinju Seta
Personal Action
-[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] Oratory
Special Decision
-[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)

So my idea.
Recruitment. Getting a bodyguard reduces our number by 1, so before doing that we should make sure to raise our numbers a bit to offset that. And our Drake has his own Notoriety to help get more people.

Protection Fee....has failed a lot but we need more income and it is still the easiest and fastest to do to achieve that. Drug expansion takes 4 rounds at 50%, we need an accounting unit for this or something.

Podium is to help our gang speeches.

For the mission I picked the bivalves girl because she fits their heteromorphic sealife theme and we have a 100% success rate so nothing can go wrong.

Training a stat is important because our bonuses are not great, and we've been focusing a lot on quirk training before, but we need to be capable outside of that. Picked Oratory because lowest and as leader it's important. Accounting would be the other option.

As for Trigger Happy...we need more income, and the Action is just looking into sellers for now. Plus we have had it brought up by a fellow leader and ally so it deserves being looked into.

Edit: switched out Podium for Alarms.
 
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Maybe we could invite Fukuda to the meeting instead, he pretty much carried that mission so it'd be nice for him to be rewarded.
 
Trigger Happy does have potential pitfalls as well as benefits. Just something to keep in mind, the ??? Doesn't necessarily mean only good things.

We do know where it comes from after all.

Having said that, I think it's a solid plan. They'll see right through why we bring Bivalve girl but there's no harm in it and a potential gain.

Though if the protection racket thing fails again we might need to seek an exorcist or something because that action is legitimately cursed.

[X] Plan: Speaking to Alarms
 
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[] Guard Dogs: Dogs are cheaper than alarms, and gathering five or so stray dogs wouldn't be hard, but they require to be kept alive and healthy. They would also help the Gang's mood though (Cost: 5 Budget, takes 2 rounds, lowers income by -1, applies - 10 malus on Information Gathering rolls against your gang. Raises morale of the gang. There is a 1% chance one of the dogs is a Quirked animal. If the dogs die, the bonus is removed).
Hmm, this seems like a good action. Income -1 is small enough that it won't cost more then the alarms until 15 turns have passed, by which time 1 income should be small enough not to matter. The extra morale is worth it too.
Getting -10 Information Gathering rolls against us is an actually decently large bonus too. Though I wonder if we can benefit from both alarms and guard dogs.

Honestly if I was an trying to hurt us as much as possible, we would make a great target for theft. We have a solid money stockpile, poor defenses, and little income. A couple turns of info gathering against us, and then a theft could deal us a lot of damage. So while a proper safe is too expensive for us right now, getting some better defenses against info gathering would be good.

I still want to avoid Trigger Happy. It was specifically noted to be expensive and dangerous. Even just looking could draw dangerous attention.

I'm honestly half tempted to suggest we do this action:
[] Problems, Friend?: Send some of your people to cause trouble in your Enemies' Block. This will raise Hero activity in the area, but is also likely to cause a response. (Cost: 5 Budget, Brawling Roll, base success chance: 70%, Notoriety/Infamy change depending on Roll).

While I would like to think that the Salon Sisters have backed off, they might be preparing to try something stupid. Since we know they were having trouble with hero attention, this action would hit them right where it hurts. Still, it's kind of risky and would definitely be an escalation.

Anyway a modified plan:

[X] Plan: Speaking to Alarms
Gang Actions

-[x] 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).
-[x] 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: 65%, takes 2 Rounds, raises Infamy by 7 and Income by 15 when completed). (Success chance lowered for three months (six rounds, until Round 11))
-[x] Tetsuo Hirai (Second-in-Command): Brawling +15, Information Gathering +7, Accounting +2, Oratory +1)
--[x] Recruitment
Base Action
-[x] Alarms: Installing alarms at the door could be a good way to keep people out. (Cost: 20 Budget, applies -10 malus on Information Gathering rolls against your gang. If the alarms are broken, the bonus is removed (repair costs 5 Budget)).
Mission Action

-[x] Respond to the Invitation: You have been invited to the Aquarium to receive your rewards. It would be a bad idea to not answer. (Attend the meeting. Success chance: 100%)
--[x] Shinju Seta
Personal Action
-[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] Oratory
Special Decision
-[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).
 
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Hmm, this seems like a good action. Income -1 is small enough that it won't cost more then the alarms until 15 turns have passed, by which time 1 income should be small enough not to matter. The extra morale is worth it too.
I'm hesitant to drop our passive income straight to 0 though. And our Morale should be doing really well with all the stuff from the beach.
 
I'm hesitant to drop our passive income straight to 0 though. And our Morale should be doing really well with all the stuff from the beach.
I suppose, but in that case we should get the alarms instead. We have 50 budget right now, and are expecting another 40 from finishing our job. Sitting on 90 budget without sufficient security makes me nervous. -10 to Information Gathering is a much more substantial bonus then most of the other base upgrades we have had available so far.

The locks we bought last turn cost 10 for only a -1. So paying 20 for -10 sounds godo.
 
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I agree with FictionPack about the passive income; I don't know whether to go with guard dogs or alarms, I do think that the alarms will be useful until we get more passive income then buy the dogs. I'll edit this later when i come to a descision.
 
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