The Heist informational has been updated with the full map of Musutafu's currently available targets.
(XX)
Round 8: (April, part 2 of 2)
"There is something more to it." Hirai said, "As impressive as our success must have been, that alone wouldn't be enough to warrant the offer."
"I agree." Konomomi replied, "Still, what could I do, refuse? I just took it."
"I don't mean you did the wrong thing. I just believe there is some ulterior motive for them to want us close." Hirai tapped his claws on the armrest of one of the chairs in Konomomi's office, thinking.
"Maybe they just needed a replacement." Araki pointed out, "One of the unstated jobs of someone in this kind of position is to make it clear that the Wild Villains are never overlooking you just because they don't personally show up. With the raids on Takoba, the gangs here have been basically gutted, so we were free to take over a third of the entire Ward. Granted, it's the smallest one, but..."
"Yes, I see your point." Konomomi nodded, "They needed a replacement in the area and decided that throwing their lot in with a new gang was a better choice than with either of the survivors, or they gave missions to both of those and they didn't give an adequate performance. I'm not really convinced that's the case, but I guess for now we can just try our best at it. Did we get any message?"
"Oh, a few." Fukuda said, "The Wild Villains didn't, so I assume they will wait at least a couple of weeks to send us our first tasks, if there are any, but we got a few other messages. The Salon Sisters sent one of them to congratulate us."
"Really?"
"Well I call it 'congratulate us', but their exact comment was along the line of 'I'm impressed you survived this long, you didn't look like the kind' and 'Watch out, because being a recognized member doesn't protect you from getting roughed up'. So really, just posturing."
Araki snorted, "I have the impression things haven't been going well for them lately. Whatever the reason, they have been hesitant to back their threats. I wonder if something is going on with some of their neighbors."
"They could also just be scared of our alliance with the Ring Leaders. It's one thing to take us on, but both? Without allies of their own that seems unlikely." Takagi commented.
"Speaking of the Ring Leaders, Muscle Man sends his congratulations too. He also invited you to the next event, though he said that if you don't feel like it or don't have the time he won't begrudge it." Fukuda continued, "The Sharks, Tesla and the Octo-Lovers haven't really said anything, but then again that's to be expected. Most gangs probably wouldn't care so long as we don't infringe on their business."
"I prefer it like that." Hirai replied, "If they aren't interested in us, it's all the better."
"Right." Konomomi said, "Anything else?" Everyone shook their head, "Good. Well, here is what we should do..."
Your current Income is +1. Your current Budget is 70. Your Notoriety is 10. 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 25 members, you can select 1 action) (Your Bonus to the roll is applied halved, rounded down to a minimum of 1. Applied modifiers: Brawling +1/Accounting +1/Information Gathering: +7/Oratory: +2):
[] 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)) (Locked for 1 Round)
[] 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: 15%, 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). (This is the last round in which this action is available).
[] 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: 20%, 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, but at least staying in shape can ensure your gang won't lose their skills. (Brawling Roll, Base success chance: 75%, takes 1 round, prolongs the Brawling bonus from training by two rounds)
[] The Heist: Heists are where the real money is, if you are willing to take the risks. (Starts Heist preparation, see Heist guide for a rundown of how it works).
- [] Select Block and Target.
[] Scout for Good Heists: Planning for a Heist is fine and all, but before that it might be better to figure out which targets are the most convenient. (Costs 10 Budget, Information Gathering Roll, Base success chance: 70%, takes 2 rounds, identifies notable Heist targets)
- [] You can double the Budget expense to halve the number of rounds needed to complete this action.
- [] You can use two actions to halve the number of rounds needed to complete this action.
Base Actions (Choose 1 action per Round):
[] Nothing: It's all good for now.
[] 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).
[] Cameras: You can never be too safe! (Cost: 60 Budget, -10 malus on Information Gathering rolls against your gang, if someone fails the roll you can use Information Gathering to identify them)
[] 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):
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)
-- [] You can assign a notable character to this training to receive a small boost to its success chances)
[] 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 about 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: ???)
[] Loan Sharks: Need money? The Wild Villains would happily get you some... for a fee. (Gain 50, 100, 200 or 500 Budget. You will have to repay the borrowed money with an interest of 10% monthly within a year, 20% monthly for every month after that. You can also repay the debt in monthly fees, though that won't stop the interest from going up. Bad things happen to people that don't pay...).
- [] Choose amount
[] Contact Underground Broker: Now that you work for the Wild Villains, you are more connected to the Underground. If you need weapons, support gear, a smaller or larger loan, or a way to hire more people for a job, you can contact an Underground Broker (Choose on the actions below. The Underground Broker will make a offer that you can choose to pay, refuse or haggle for with an Accounting Roll to determine your success).
- [] Specify what you want to acquire
[] Contact the Wild Villains: You have a contact with the Wild Villains now. If you need their support, you can always try to get in touch. It's unlikely, however, that they will answer positively unless something violates the rules of the Seven Thrones. Of course, some people could see this as weakness on your part... (Oratory Roll, Success chance: Variable depending on request).
- [] Write in (what you are calling for)
Special Decisions (Choose one):
[] Busy Bees: The Hive sells cheap but very potent Trigger. Buying from them would save you money, though it is more noticeable than other sellers. Try to contact the Hive's sellers and see what their demands are. (Cost: ??? (likely comparatively cheap), Success chance: ???, results: Progress on Event)
[] Yakuza Sales: The Shie Hassaikai sells expensive but less traceable Trigger. Buying from them will be more costly, but it's less likely the general public will notice the sales going on in your Block. Try to contact the Shie Hassaikai's sellers and see what their demands are. (Cost: ??? (likely expensive), Success chance: ???, results: Progress on Event)
[] Drugs from the Deep Sea: The Krakens sell Trigger imported from Korea and China, smuggling it into Musutafu. Their Trigger is the run of the mill, more common variety. The price and how noticeable the sales in your district are will be probably a middle point between the other sellers. Try to contact the Krakens' sellers and see what their demands are. (Cost:???, Success chance: ???, results: Progress in Event).
[] Visiting Allies: You have been invited by Muscle Man to the next Ring Leaders' event. Attending would be a nice gesture, though it will take away valuable time you could spend on different issues. (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)