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

And our rolls take a swing in the other direction. Not utterly disastrous, but rather poor.

Lets see if we can put together what we missed. The first thing that stands out is this:
Your budget has increased by +50.
"You have two months to take care of it, though of course speed is appreciated. You will be paid well [40 Budget] for a job well done, or half as much if you accomplish the goal in a way that raises too much suspicion." Dholak concluded, "If you don't do it, we will assume you didn't agree to the job, and we will have to... show our displeasure."
They paid us more then they said they would.
Maybe they were impressed with how we did? Or this is incentive to accept their offer? I guess it just feeds back into the mystery of "why do they want us".

I guess the most extreme case would be that they have figured out that we have a healing quirk and are trying to keep us close. Or there is some sort of gang politics going on behind the scenes that we are just collateral to.

Besides that things to consider with the Affiliate thing: How it would influence our relationship with the other gangs. How it would influence our relationship with the other Thrones.
What if there is another war between thrones? Being an Affiliate would make us more of a target.
Being able to pick our jobs may be very worth it though. We could pass off the less desirable ones and keep to the ones that let us keep a low profile.
 
[X] Accept the offer (You will be a Prospective Affiliate).
We've been given a golden opportunity on a silver platter. Our main motivation is money and we're bound to get some if we work for them, we also get to send a message to the neighboring gangs: "We are here to stay".

They paid us more then they said they would.
Maybe they were impressed with how we did? Or this is incentive to accept their offer? I guess it just feeds back into the mystery of "why do they want us".
Probably the first. I think it's a mix of how quickly we did this job and (if they have informants) what we did back at the wild villain's arena.
 
[X] Accept the offer (You will be a Prospective Affiliate).
I've been gone for a little while cause of finals.
I don't know if this has already been mentioned or asked but what are our information gathering rolls out of?
 
Heists Mechanics
They paid us more then they said they would.
Maybe they were impressed with how we did? Or this is incentive to accept their offer? I guess it just feeds back into the mystery of "why do they want us".
That's my bad, I forgot to have Seta mention it, but it's an extra reward. In general, if you complete a Mission in half the allotted time or less (if that's possible) you are given an extra payment (usually about a +25%, which in this case meant 10 Budget). Of course, that only applies if the mission is completed as requested per the description.

(XX)

HEISTS: MECHANICS AND TARGETS
Heists are a special mechanic that allows your gang to rob a set of possible targets. Those targets are generally broken into 5 groups: ATMs, Banks, Museums, Valuable Stores and Support Companies. Each of those has a different rate of success, naturally, with ATMs being the easiest and Support Companies being the hardest.

Basic success rate goes as follows:
ATM: 70%
Valuables Store: 60%
Bank: 40%
Museum: 30%
Support Company: 10%

HOW TO HEIST
You can select the Heist action in the Gang Actions like any other. Below, you will be required the Write the location you want to attack (by indicating the Block and type of target from the map below, or alternatively by indicating the Ward and type of target, at which point a random one will be chosen. There is an available action 'Scout for Good Heists' that allows to use one Round to basically figure out if there are juicy targets in a given Ward.
You can assign up to five specific characters to a Heist. Unless otherwise specified, the total crew for the Heist will be made up of 10 members.

Heists actions take several Rounds, broken up as follows:
  • Round 1: Permission (this turn is basically used to ask the residing gang if you can hit the target. They might refuse, if the police attention on them is already high or if someone else is already planning to robb the store. You are allowed to pick a new target without wasting the round if this happens, but if it happens again the round is wasted).
  • Round 2: (optional) Scouting (An Information Gathering Roll is used to determine your preparations for the Heist. Skipping this roll will use the basic success rate, failing it will lower the success rate by 5 or 10% depending on the degree of failure. Success can raise the rate by 10 or 20%, depending on the degree of success).
  • Round 3: The Heist (the Heist's success is based on a series of d100 roll:
    • Roll 1: d100 with modifiers based on various special traits if any apply and the Accounting stat of your Gang. Assigning characters with good Accounting to the Heist also raises the success. Determines the effective return of the Heist. Using 'Scout for Good Heists' successfully makes this an auto success (Return will still be determined by the roll, but it can only give positive results).
    • Roll 2: d100 with modifiers based on your prep (see Round 2), on the Gang's Oratory or Brawling (the highest one is chosen) and on other special abilities. Determines the chance of the police and the Heroes catching wind of the Heist while it's ongoing. Assigning characters with good Oratory or Brawling to the Heist raises the success chances of this roll. Infamy also influences this roll, as high Infamy gives a malus while low Infamy a bonus.
    • Roll 3: d100 with modifiers based on your prep, on the Gang's Information Gathering and on other special abilities. Determines the chance of the police and Heroes catching up to the escaping crew before they can make it out of the 'danger zone'. Assigning characters with good Information Gathering to the Heist also improves its chances to succeed. Infamy also influences this roll, as high Infamy gives a malus while low Infamy a bonus.
FAILURE
If Heroes or police catch up to the crew during the Heist or the subsequent escape, this leads to a brawl (see the mechanics for combat for a run down). Police and Heroes both try to arrest rather than kill, so the chances of death are reduced. Defeated special characters are given one last roll to try a final escape (based on their Brawling stat) and if they fail are instead sent to Prison. While under arrest, characters are still considered Members of the gang, but they do not count for Gang Actions and can't do their job. It's possible (though rare) for a character to escape prison. If a character completes their sentence or escapes, they are set free and can rejoin the Gang (there is a chance a character set free might decide to leave their criminal life behind or join another Gang. This chance is influenced by your Gang's overall Happiness and character-specific interactions).
A failed Heist lowers your Gang Happiness.

SUCCESS
If the characters manage to escape undetected, the gang gains a large amount of Notoriety and no Infamy. If the characters manage to escape the police/Heroes brawl, they and the gang gain Infamy and Notoriety. If the characters are captured, they and the gang lose Notoriety and gain Infamy. The exact number is determined by the type of Heist.
The monetary return of the Heist is based on the type of store attacked and the result of Roll 1. ATMs have the lowest return, and Support Companies the highest.
A successful Heist raises your Gang Happiness.

SPECIAL HEISTS
Some Missions are executed effectively like Heists, though changing Roll 1 appropriately (for example, by using Info Gathering if the objective of the Heist is finding information, or Oratory if the objective is convincing someone to do something). Those success rates depend on the targeted location.

MAPS
=ATM
=Store
=Bank
=Museum
=Support Company
X=Hero Agency (the symbol marks the presence of at least one Hero Agency, but it's possible for there to be multiple in the same Block. The map is only comprehensive of the location of Hero Agencies you either know of, have heard of, or belong to Heroes famous enough to be of note. Underground Heroes in particular, along with new and less famous Heroes, can go totally undetected. Hero Agency give a -10 debuff on Roll 2 and 3 for Heists in their Block and -5 for Heists in Blocks bordering them unless you do the pre-emptive scouting successfully)




 
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It's possible (though rare) for a character to escape prison. If a character completes their sentence or escapes, they are set free and can rejoin the Gang (there is a chance a character set free might decide to leave their criminal life behind or join another Gang. This chance is influenced by your Gang's overall Happiness and character-specific interactions).
Can we as an Action attempt to break them out of prison?
 
Round 8: Voting
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)
 
[X] Plan: Making The Rounds
-[X] Tetsuo Hirai (Second-in-Command): Brawling +15, Information Gathering +7, Accounting +2, Oratory +1)
GANG ACTION
--[x] Underworld Patrol

-[x] 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).
BASE ACTION
-[X] The Podium: Speaking from above would make your words resonate better, even just using a simple wooden podium (Cost: 10 Budget, +1 Bonus to Oratory within the base on your allies).
PERSONAL ACTION
-[x] 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.)
--[x] Shigeo Kusumoto
SPECIAL DECISION
-[X] 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).


Patrolling our territory solidifies our claim and will take time, best to start now. Plus our second excels in Brawling.

I just want us to get the podium so we can start getting better Oratory bonuses at home. Cheap and fast.

As Boss, we need a bodyguard sooner rather than later, especially if we are going to go anywhere, and we definitely want Sword Arms.

We want to keep our allies happy and show a united front, he invites us we should show. Nothing else is pressing atm anyway.
 
[] 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: ???).
Hmm. I wasn't really paying attention to this before, but the successes chance for these have been slowly dropping every turn. It started at like 60%.
Still, with the low success chance, high number of rounds needed, and uncertain rewards it's probably not worth it. We have plenty of other things to do.

[] 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).
Even though we really need some training, I'm tempted to take this just to see if we can figure out what we are missing.


[X] Plan: Bulking up
-[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] The Podium: Speaking from above would make your words resonate better, even just using a simple wooden podium (Cost: 10 Budget, +1 Bonus to Oratory within the base on your allies).
[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: Brawling
--[X] Tetsuo Hirai (Second-in-Command): Brawling +15, Information Gathering +7, Accounting +2, Oratory +1)

-[X] 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).

If we can get to 30 members then we get an extra gang action. It will cost us -5 income, but Protection Fee will be giving us +15. A third gang action will let us get more done and
30 seems to be the optimal number of members for quite a while anyway. After 30 it costs 15 per 10 members and needs 20 members per extra action.

I would rather train Brawling right now over getting a body guard because our Brawling also affects gang actions whereas a body guard will only help our personal safety. Once the training starts being harder then we can improve things more with a body guard.
 
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I would rather train Brawling right now over getting a body guard because our Brawling also affects gang actions whereas a body guard will only help our personal safety.
It's a big consistent boost right from the start, and why we got more members last round to offset losing 1. Growing too fast too quickly is not a good idea, and we only got 5 last time due to a high roll.
Currently we have 1 building housing 25 people, which is still an upgrade for our homeless gang, but overcrowding cam easily lower Morale, and we haven't even finished vetting the last 5.

Besides that the stat most in need of training is Accounting, the one needed most for managing our territory and making money, but hopefully we can get an accountant officer soon.
Also, we have a second in command that specializes in Brawling to boost those actions.

If we as the Boss are leaving our territory, we need a bodyguard. Plain and simple. And in a fight we can even use our quirk to keep him going.
 
It's a big consistent boost right from the start, and why we got more members last round to offset losing 1. Growing too fast too quickly is not a good idea, and we only got 5 last time due to a high roll.
Currently we have 1 building housing 25 people, which is still an upgrade for our homeless gang, but overcrowding cam easily lower Morale, and we haven't even finished vetting the last 5.

Besides that the stat most in need of training is Accounting, the one needed most for managing our territory and making money, but hopefully we can get an accountant officer soon.
Also, we have a second in command that specializes in Brawling to boost those actions.

If we as the Boss are leaving our territory, we need a bodyguard. Plain and simple. And in a fight we can even use our quirk to keep him going.
The sooner we get to 30 the sooner we get the extra action though. I don't think we need to worry about overcrowding too much either, worst case we just upgrade the bedroom.
Time to integrate people, maybe a concern I guess. But if we are expecting less then 5 people then it's not as big a problem. Picking up a trickle of people over the next few turns should be slow enough to prevent friction. And once we get to 30 I don't expect we will be adding more for a long time.

What we need to train "most" is arguable though. Some ways of making money need Accounting, some don't. If we take the Scout for Good Heists action then Heists don't need Accounting. Most missions probably won't need Accounting. Protection fees doesn't need accounting.

So while in the long term we may need accounting, I would offer that in the short term Brawling and Oratory are more important.

I wonder if in the long term we might be able to leverage our high information gathering to make profit too. Have our gang do info brokering or something. Obviously it would require more connections, but could be profitable and not too complicated at the low levels. Like for an example we could have our gang keep a watch on the patrol schedules of heroes and sell the information as a periodical. Hah we could start an underground villain newspaper.

As for needing a body guard. Eh. I admit I am a bit on the fence. On one hand having a body guard is good for our personal safety. On the other hand if we aren't expecting to be attacked personally in the next few turns then training our Brawling will provide more benefits to our gang.
 
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Hmm. I wasn't really paying attention to this before, but the successes chance for these have been slowly dropping every turn. It started at like 60%.
Still, with the low success chance, high number of rounds needed, and uncertain rewards it's probably not worth it. We have plenty of other things to do.
Yeah, the numbers are going down as it becomes less and less likely that someone didn't already raid the old Seahawks base or found the hidden money, if there even was money hidden. The former ends this round, the latter will last two more before vanishing as well.

And to everyone, make sure to vote folks!
 
Round 8: Results
Gang Actions:

Underworld Patrol:
(Brawling roll, base success chance: 65%, takes 5 Rounds, raises Notoriety by 15 when completed) Roll: 99+7+15=121. Success!

Hirai inspected the area, then nodded. This was a good spot to place someone to keep an eye on the route that from Takoba 2 entered their area. The bench near the beach would work well for someone that just had to pretend to be out for other reasons, and North Port kept the beach clean enough.

He looked at the beach past their border, in the area of the Sharks. Unlike usual, there was someone on it. A small teen with green hair, probably about the same age as Mitani, was trying to clean it up. He had a short old man with grey hair and a cane and another adult with glasses and striped hair watching over him. His father and grandpa, perhaps, though they didn't look much like the kid.

Hirai shrugged. They'd probably give up in a bit anyway, like everyone else that had tried to clean the beach before. He doubted it was even worth reporting to the Boss.

With a shrug, he nodded at Fujiwara and the newly recruited Hoga, the owl kid, who would take the first watch, and walked off.

Round 1 Progress!
And you also got an interesting piece of trivia...

Protection Fee: (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)) Round 1 Roll: 84. Round 2 Roll: 84+2=86. Success!


"There you go boss, the first of many deliveries." Muramoto said happily, "Turns out people are a lot more willing to pay if we ask a bit more forcefully."

"I can tell." Konomomi said, looking at the cash, "Make sure the list of paying stores is fully compiled and keep it updated. I want to be sure we keep our side of the deal."

"Naturally." Muramoto replied with a nod, "Here is the first version."

Konomomi rifled through it. Those had to be over three-quarters of the stores in the area. The only ones left untouched were the handful of businesses that were part of larger chains, since those were more likely to report to management, and the ones that looked close to failing, since it would be a headache to keep them protected and there would be close to no return. "Good job out there. I think you can consider yourself off the hook for last time."

Muramoto smiled widely, "Thank goodness, taking care of the base is a chore and a half."

"Wouldn't be much of a punishment otherwise." Konomomi said, and the two girls both chuckled.

Monthly Income increases by +15!
Infamy increases by +7!

Base Actions:

The Podium (Cost: 10 Budget, +1 Bonus to Oratory within the base on your allies)

Konomomi finished reading the orders of the day, and kept an eye on the crowd as she did. They were definitely more attentive, especially the people further down the room. She had no doubts that before they had been only half listening, counting on others to repeat their orders. Now that they knew they were under watch, they would at least listen a bit more. It was a good start.

Lose 10 Budget.
+1 Bonus for Oratory with allies in the base!

Personal Action

Bodyguard (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))

[Note for the future, in actions like this I'm supposed to give you a list of candidates. This time around I'll let you pick Kusumoto since he has been universally voted and was one of the candidates. In the future I will make it more clear, sorry about that]


"Are you fine with this?" Konomomi asked.

Kusumoto nodded. As usual, he was of few words. That was one of the things that made him a good choice as a bodyguard, in Konomomi's opinion. Of course, his strength was another reason, and the fact he could be really intimidating was too.

Of course, it came with a catch. The job of bodyguard for a crime boss was a dangerous one. If there ever was a fight, Kusumoto was bound to go out first. If there ever was an ambush, he was supposed to throw his life away for her. It was a devotion not many people possessed, and she wasn't completely sure Kusumoto had it either, but he had been loyal before. She just had to hope he would keep proving himself like that.

"Well then, I guess we can start by going to visit our dear ally."

She stood up, and Kusumoto followed, shadowing her well.

Kusumoto gets the role Bodyguard!
A Bodyguard fights with you during a battle! Unless ordered otherwise, Bodyguards will prioritize your safety over anyone else (bar betrayal or disloyalty, of course), and generally will stay close to you. A bodyguard can use once per Round the Combat Skill 'Shield the Boss' to take on himself a blow meant for their Boss, so long as they are close to the Boss.
Bodyguards cannot be ordered to work with the Gang.

Kusumoto current Stats:
B: +15/O: ?/A:?/IG: 0 (Oratory and Accounting are not important Stats for a Bodyguard, and won't be applied unless you specifically request him to complete an action that requires them.)
Kusumoto combat Stats:
HP: 50+10 (Bodyguard)+7 (Half the Brawling Stat) = 72
Combat Skills: Cleave (1) (Kusumoto can attack all opponents within melee reach with one hit (each of them defends individually). However, this gives all the opponents he attacks an advantage in the following strikes against him).
Shield the Boss (1) (If Kusumoto is within melee range of his Boss, he can decide to take the damage of a successful attack against his Boss once per Combat Round).
Special Traits: -

Special Actions:

Visiting Allies (Success chance: ???, results: Progress on Event) Roll: 60


See Interlude 11
 
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