Gangster Squad - Quest/Downtime Thread

Flesh First is falling apart in the aftermath of the tattoo shop. Their patrols and racketeering fall away to practically nothing, and many of their dealers of absent from street corners within days, laying low or taken out by rivals. Your contacts inform you that many of the members are leaving town, apparently abandoning their Golden City overseers in light of recent events.

That isn't the only consequence, however. Through your contacts, Gangster Squad is contacted by a representative of the Toscanis. Apparently, they want to talk; some of the big bosses are coming from downtown to oversee the situation, and the local muscle is not eager to get pitted against Gangster Squad and is looking to cut a deal.

Attend the meeting?
[ ] Yes
[ ] No

There is still absolutely no sign of anywhere where helmets can be purchased for Gangster Squad. The best you manage is a collector willing to sell you a bunch of army hats, an offer you are forced to decline.

Through your connections, you manage to get a hold of a representative of the MBI to turn over the drugs to. They assure you that they'll be making sure it ends up in the hands of their best military researchers, who will analysis it for any weaknesses in the Golden City enhancement methods. In return, the MBI promise that they'll do their best to interfere if it looks like the Army is planning on rolling in. They also provide you with a phone number; give it a call if you want some insider information.

MBI Favour granted! They'll give you one natural 10 on an information check when you spend it!

Investigations into the Triads reveal quite a bit of information. Probably most important is a glance into the international nature of the gang; they are merely one branch of a much larger organization which is lead from all the way back in Xian itself. Through smuggling of archeotech, narcotics and, on occasion, people, they reap huge profits in Union City which they translate into financial and political support for the organization back home. That's particularly bad, because the larger backing organization is one of the chief supporters for the Nationalist candidate to the throne, the one the Golden City just happens to be backing in opposition to the Royalists. Hooray.

Apparently, they are quite determined to hold onto the 34th district, for reasons that aren't entirely clear just yet, and they've been busing in experts as fast as the boats arrive in harbour. A few targets of opportunity present themselves. First, they have a warehouse where they're keeping a lot of the junk they've been bringing in. We don't know exactly what they have, but they'd probably be better off without it! Second, a list of incoming ships and their births is procured. If you hit one of their boats coming into harbour, you could shut down a huge portion of their smuggling and cause them to waste resouces trying to prevent it from happening again, though it would be extremely dangerous; not only would you fight the unknown elements on the boat, but you have a good chance of pissing off the well-armed habour police, or worse, their Navy counterparts.

Mission: Warehouse Raid
3-5 Person Mission
Pop into one of Triad's storage units and steal/destroy everything!

Mission: Fondle their Junk
5-8 Person Mission
Raid a Triad boat as it arrives in port!

An opportunity arrives when a lost report turns up the location of none other than Ol' Betsy, the 34th Police District's ancient armoured car. Sure, it was obsolete even by the standards of the last war, well past it's prime and has been mothballed for nearly a half a decade, but it's better than nothing. The only problem is that it's sitting in an old garage in the middle of Hellraiser territory. They don't actively own the thing, and probably don't even know of it's existence, but if they learn of it in the process of extracting it they'll probably try and put a stop to that!

Mission: Ol' Betsy
3-5 Person Mission
Get back Ol' Betsy from it's resting place, right in the middle of Hellrasier territory. Stealth-based mission!

The Electric Lady continues her rampage across the city. She or one of her underlings is on the radio every day, gleefully rattling off names of people to be removed and places to be destroyed. One of Substreet's minor bosses makes the mistake of challenging their leader for her territory; within days his territory is overrun and his henchmen driven out.

Midway through the week, a car pulls up to police headquarters and detonates in a massive fireball, blowing out windows, injuring and killing dozens. Unsurprisingly, the Electric Lady takes credit, laughing gleefully as she lists off names and hospital room numbers of survivors. The police are forced to garrison the hospital, lest any of the Electric Lady's servants come to call.

The police are occupied this week! All gangs who aren't otherwise restrained will automatically expand!

Every resource that can be spared is put into trying to analyze the new threat for weaknesses. A great deal of success is had interrogating members of the Networked Rebellion driven out by her arrival. First, you learn quite a bit about the Electric Lady's methods, including some of her strategies that she employs.

Electric Lady Random Even Chart
1. Assassination Attempt on Gangster Squad
2. Unknown
3. Occupy the Police
4. Unknown
5. Land Grab
6. Gang Subversion
7. Unknown
8. Unknown
9. Direct Assault
10. Roll twice

You also start to put together some of her resources. Most obvious is the radio transmissions; the raid on the radio network is back on the table, though this time with much more dire consequences.

Mission: Can't Stop the Signal
3-5 Person Mission
Take out a Revolutionary radio broadcast and take out their equipment.

You also learn the identity of one of the Electric Lady's local agents, a servo hailing from some unknown land who is responsible for prepping the bomb-makers springing up in the district. Needless to say, he has simply got to die.

Mission: Hey Teacher, leave them kids alone!
2-4 Person Mission
Stealth mission. Assassinate the explosive expert right under the noses of the Electric Lady's forces.

Finally, you've heard a rumour that the Electric Lady isn't actually here in person, but instead watching the events from nearby. When she needs to intervene more concretely, she's been using her most trusted servant to do her dirty work; Sir Greendown, an Anglian Knight. Nobody knows how she managed to sway this paragon to her service; there are dark rumours about. But it seems if you raise enough hell on a mission against her servants, he might show up. He's got a full set of equipment and is considered an unrivaled swordsman, but he's not invincible, and taking him down would be a huge blow to the rebellion.


End of Week Map
 
What's that pink territory on the left?

We also need to chip down the Toscani and Flesh First territory, no use letting an already huge juggernaught bloat itself even further.
 
Now I ain't perfect, but even I know that you don't walk into a meeting with mobsters when they're expecting you.

Especially not when they think they owe you some hurt. Let's not be idiots, arright?

ennyways, we need to be takin' out dat Eclectic Bitch posthaste
 
Salty said:
Now I ain't perfect, but even I know that you don't walk into a meeting with mobsters when they're expecting you.

Especially not when they think they owe you some hurt. Let's not be idiots, arright?

ennyways, we need to be takin' out dat Eclectic Bitch posthaste
"Shouldn't we be undermining their operations first with assassinating his right-hand man as the piece de resistance? The sooner we can coax her out of her little hidey-hole, the better."

EDIT: Do I have a say in the Quest or do I still have to wait for my character's turn?
 
Jonas shook his head at Ronald. "The woman is a Founder-dammed terrorist and needs to be treated like one. I say we hit her hard and don't stop til we've broken all her shiny little toys. Though the Triads bringing in specialists from their mainland sounds like serious bad news if we don't take them out either this week or next. Hitting that cargo ship would be a pain in the ass but could really be worth it. I'm not 100% sure Toscani meeting isn't an ambush, but at the same time they've got their own weird ass brand of honor." He slides a pack of half-crushed smokes from his shirt pocket and lights one.

"All I know is that it is gonna be a busy fucking week for us."
 
Let's not get ahead of ourselves, raiding that Triad boat is going to commit a significant portion of our Active crew and our resources. It's a very risky proposition and I'd rather not do it in conjunction with so many other activities. Unless we can throw more men than the 15 (13 not counting the ones currently wounded) we have at the front page right now.

If we're going to do multiple missions then I suggest hitting the Triad Warehouse, taking out the Electric Lady's Bomb Techie and grabbing Ol' Betsy.

The first because we can grab more nice gear from the Triads without doing such a risky proposition such as that boat, the second because the sooner we can cripple their ability to make bombs (which you can bet will be one of her assassination methods for GS) then the better and the third because we need some wheels in case we need to respond to a serious shootout.

EDIT: I would've inserted a bit of RP but I accidentally closed the tab, losing all of my progress. Oh well. :p
 
Arcus said:
Gangster Squad members can run more than one mission a week. Mooky did it early on and ended up getting his leg blown off during the second mission of that week. So, it doesn't actually commit anything (well, unless the Electric Lady launches an assault in the meantime). And I'm fairly certain we can throw more than the 15 men on the front page right now, even ignoring the fact that we can throw them at the gangs multiple times.

Really, manpower isn't a problem for Gangster Squad. We have 40+ pages on the signup thread.
Ahhh, I was under the assumption that only x number of players/characters can participate in the RP itself. So that means even I can join in if we're doing that many missions. Yay. :p

Sign Nathan up for either the Triad Warehouse raid, the the Triad Boat raid or about any mission where shooting people will be inevitable. :D

Oh, and we'd want to go out and get dirt on Greendown as Arcus has already proposed. If we can kill him quick and clean, then the more faint-hearted members will bolt for it and we may draw out Little Miss Head Bitch herself.
 
Arcus said:
Just show up at the Gangster Squad rolz chatroom. Go to rolz.org/group; chatroom name is "Gangster Squad HQ".
Will be there.
Arcus said:
I just hope Greenhorn isn't nearly as powerful as Blingmore stats and perk wise. Full Anglian heirloom battle set is absolutely NUTS. Like, if this guy doesn't care about the stress points he's going to take, we will be FUCKED. Combine that with a high level character...
The solution is like XCom: lots and lots of explosives.
 
If Ivan can come, he's definitely bringing AP rounds for the machine gun. Bonus armor pen/damage against armored is always nice.
 
Nathan sits hunched over the map with his hazel eyes darting back and forth between the color-coded territories on the map, listening to his fellows try and hammer out a plan.

"That Toscani meet reeks of a trap, I'm not thinking of going in there unless we're armed to the teeth; if we're really going through with it which I don't recommend. A chance to get some folks from the Toscani working for us, or at least with us, is very tempting though." The taciturn man replied, finally breaking his silence for the first time in the meeting. He then places taps an index finger on the swath of Triad territory as he continues.

"Maybe we can just raid their Warehouse though, we got that sweet Pulse Rifle and Pulse Sword off them so who knows what nice stuff we can take?" The young man replied as he moves on, tapping both the Flesh First and the Electric Lady's territories

"I'm a little tempted to keep pressing on the Flesh First guys but since we have those Triads and the Toscani breathing down their necks, it'll be harder to go at them. I do agree on focusing on the Electric Lady though. We just earned our way into her Shit List and we have to make sure she doesn't try pulling a car bomb on our safehouse."
Protroid said:
Ford pulled out a photograph, the image was rather poor, but a man and two Servos could be made out. "In addition to all that, both Jamie and I have called in a few favors. Jamie was calling a few of his associates regarding their entry into the area with some monetary support, and I managed to get in contact with an old friend. If we want that armoured car, we are as sure as hell going to need a good mechanic."

Image Credit: "Jamie, Ford, and Miguel, WIP" Derek Chappell
"Nice. So are we doing that raid to get Ol' Betsy back?" Nathan inquires.
 
"Well, well." Geiss looks over the map. "We've got more to do now than ever before, and it's all damnably urgent. We need to deal with the Electric Lady most urgently. Meeting with the Toscani goons might be a mistake, but if we aren't careful we're going to be in over our heads. Meeting with them... I'd be more than willing to do it. Getting ol' Betsy can wait until things have died down a bit. We need to do something to the Electric Lady -- hitting her bomb-maker seems the most sensible to me. Beyond that, we might as well hit the Triads as hard as we can, try and drive them out entirely. It means giving the Flesh First a moment to recover, but they're reeling for now and we've got too much on our plate as it is."
 
METAL HUMAN DETECTIVE AND PREVIOUSLY DAMAGED VIEWBULB HUMAN BOTH MAKE VALID POINTS.

I HAVE ANALYSED THE SITUATION AND DEVELOPED THE FOLLOWING HUMAN EXTERMINATION PLAN.

Plan Sudden Marmoset
Free Actions
[X] Interrogate the FF boss, then kill him. Burn the body.
[X] Keep the FF members separated. Pick the one or two FF member(s) we think we have the most chance of turning, and attempt to turn them.
[X] Then blindfold the FF members, take them to an area of wasteground, conduct a mock "interrogation" of the FF member(s) who in reality belong to us, and when they don't say anything, beat them all, enough to bruise but not quite badly enough to break bones.
-We then force them to dig their own graves, then force them stand them up atop the graves, and reblindfold them.
-Just as the first one starts to sob when they hear the sound of the rifle bolt clicking behind them, kick each one into the grave, as suddenly as possible. If all of them including the one who knows it's a trick doesn't wet themselves at the shock, we haven't staged the performance properly. Tell them if we ever capture them again, we will execute them for real.
-Then drive away and leave them in their underwear, blindfolded and tied, in their graves.
[X] Tell the Toscanis we will meet two representatives and not harm them in any way. We will meet them in {insert name of extremely public place in Police territory}, then drive them to another public place in Police territory to conduct the meeting, a cafe or something. We will have scoped it out beforehand and be overlooking it with snipers, the Suicide Truck will be ready nearby as a get-away vehicle if anything goes wrong, and we will have people in there. Their representatives will bring a wireless, this will allow us to both talk with the bosses who have come down without a risk to either of us, and acts as an insurance and protection for the representatives.
-If they cannot agree to these terms, tell them flatly that we assume they were trying to ambush us, and cancel it.
Main Actions
[X] Acquire Contacts: Gas Masks and Shutter Goggles.
[X] Attempt to fortify our warehouse base.
[X] Mission: Warehouse Raid.
[X] Mission: Hey Teacher, Leave Them Kids Alone!
[X] Mission: Can't Stop the Signal.
[X] Expand into the unclaimed territory just above our warehouse.

Rationale:
- The Triads have always given us extremely useful loot, like the Pulse Blade Jian and the Pulse Rifle. Hitting their warehouse should be a nice boost to our armoury, but shouldn't hit the Triads so hard that they collapse and we end up strengthening the Electric Lady/NR.
- Fortifying our base is crucial, it's only a matter of time til we're attacked there and I strongly suspect that time is nearly up.
- An armoured car is nice, but it can wait a turn when we have the priorities that we do- it hasn't been found for years, it can wait a week.
- Hitting the Electric Lady and NR is important, they're the main apparent threat to us at the moment.
- I know expanding our territory is controversial, but remember, all gangs auto-expand this turn, this means that if we don't take that territory, the Hellraisers will. Then we have them right on our doorstep, and they're heavily armed speed freaks, so it would be incredibly not-great in like a whole symphony of ways.
 
Karlito said:
Feedback: continuing to investigate the Electric Lady is important, since we want to have targets we can hit next week as well (though perhaps this could be accomplished with character downtime actions).
I'd hope it could be achieved in that way, yes, bomb guy's hideout may also give us some leads in that department. I wish we had the slot for dedicated investigation, but I can't think of anything we can really cut.
Karlito said:
I'd be willing to meet with the Toscanis under less strict terms as well, especially if the alternative is a declaration of war from them; it's not the bigwigs that want to meet with us after all, it's the local enforcers who are afraid the bosses will make them fight Gangster Squad.
Hmmm, I can see where you're coming from here, but I'm worried about an ambush and also, ultimately I'm not sure if there's any lasting peace to be made with the Toscanis, which reduces how far I'd be willing to go out on a limb to meet with them.

Tell you what, though, I'd go down to "meet them in a neutral fairly public place", if anyone else shares your concern.
 
Admiral Skippy said:
Plan Sudden Marmoset
Nathan looks from the map, nodding to the Servo.

"Count me in for either the Warehouse raid or that Radio Station, the plan pretty much sums up what I said sans the Toscani meet." The young man replied as he taps the unclaimed portion just below the Police territory.

"If we're meeting the Toscani on neutral ground, might as well do it here assuming the Flesh First or the Triads don't claim it first. We should take at least two-or-three squads as insurance. If we can meet them inside Police Territory, that'd be better, maybe have a chat with them inside a cafe with a few Snipers providing overwatch while a couple of us work out that deal. I don't doubt for a moment that they'll stab us in the back when we turn our backs on them."
 
Anyone know where to find the perklist? I need to add one for Ivan because I didn't after the first mission I did.
 
I think I'll take the All-Out Attack perk, because I can't see any other good gun perks for a machine gun user, except weapon proficiency. That can come after I decide if I'll modify/change weapons .
 
[X] Plan: Sudden Marmoset

From the shadows steps a dapper looking man in a suit, with a salt and pepper mustache and a wide strip of white hair against coal black as the only big indication of his age, a perfectly fitting black leather glove plays with a neatly done bow tie, the other hand holds a bloodied knife.

He pulls a handkerchief from his coat pocket and wipes the blade clean.

"Terribly sorry about my lateness I had other matters to attend to you understand, Gentlemen, Ladies...what ever the Large Mechanical Humanoid wishes to be called."
 
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