Whelp, we just need to secure her loyalty. Spend some time with her, actually pay her, give her a semi-nice place to stay.

Maybe break someone's face to show that we are not just all talk. Carrot and (implied) stick.

Hopefully, after a month or so, we can tell her she's paid off her debt and she can go and she'll realize it's better if she stays...

A consideration...do we think we can keep her from finding out about our tunnels from the rest of the men (in case she runs away/leaves/etc.), or would that just be wasted effort.
 
A consideration...do we think we can keep her from finding out about our tunnels from the rest of the men (in case she runs away/leaves/etc.), or would that just be wasted effort.
Shouldn't be too hard, only a few know about it and while they may talk Emerald is currently an outsider, she may overhear references but its unlikely to be anything specific.
 
Turn 5 - Week 9
Turn 5:

"Welcome to your home away from home," Roman said as he led Emerald into the apartment. Not his main base, but it was a safehouse that he made use of every once in a while. For what he intended to do now, it would serve. It wasn't as if this was a permanent solution anyway.

Emerald scanned the small apartment as she looked around, distinctly unimpressed with what was being presented to her. "I do have an actual house you know," she pointed out with the barest hint of sarcasm. At least, to a level that Roman could notice.

"Yeah," Roman agreed as he entered the living room, which had a couple couches and chairs, a tv, and the obligatory hidden compartment of weapons and illegal goods to go with the otherwise tacky décor. "But I can't run an illegal criminal enterprise at your house, now can I?"

".....Fine," Emerald grumbled as she conceded the point, not the biggest fan of the alternative. Roman had a feeling that she wouldn't want to drag her family into this business.

Roman swung about in his survey, peeking into the kitchen in the process. He nodded in satisfaction as he saw the papers on the table, reports and the like which he had told his men to put there. That was good, for their sake if not his own. "Well, sit down and make yourself comfortable. It's gonna be a while."

Emerald did just that, seating herself on the couch as she watched Roman enter the kitchen. "So what are we doing now," she asked, wondering just how long her new boss would force her to stay with him. Well, they both had things they wanted to do in the end.

Seating himself as the kitchen table, Roman took a moment to answer that before he got to work. "Well, at the moment I'm looking over things to try and find a spot to put you," he explained as he began to do just that.

"Alright." Emerald shrugged to herself before turning on the tv. She turned her attention to watching that, allowing Roman to do his work in peace. The first report he flipped through was finances, boring stuff that mostly confirmed that he wouldn't have to worry about money for the moment. It was dull, but it had to be done.

More interesting were the reports on his recruitment efforts, dedicated to filling out the ranks before things went to hell. His search for free agents hadn't gone that well though, since most of them were being snapped up by the other major gangs in preparation for what was to come. So while they had tried, they hadn't been that successful.

[Gained: 2 Men]

The other efforts though, had been more successful. He hardly needed the reminder when it came to expansion, since he had been leading that effort himself. And with his persuasive presence there he dared to say that he had succeeded quite handily, expanding his territory and manpower pool at the same time. Not bad at all.

[Gained: 15 Men]
[Gained: 10 Dust vials]
[Gained: 1500 Lien]
[Gained: 10 Infamy]
[Territory increased]


His greatest success though had been the search for new talent. One never knew when they might find something special, and he definitely thought that he had. It had been relatively unexpected, sure, but that was just how these things worked out, and he didn't mind.

The guy's name is Flint, he was a former cop who had been released from the force for the use of excessive force and stuff like that. Not the kind of person you'd expect to join up with a gang, but people would do anything when they were desperate, and Flint had worked up quite a bit of debts from gambling and the like. And if it worked out, then he'd be a pretty useful enforcer.

[Gained: 5 men]
[Gained Named Char: Flint Reynalds]


Affairs outside of his group were quiet, but he could see past the calm there. The police had finally worked through their bureaucratic mess, but it was too late for that. The peace and calm was only an illusion, and all the major gangs were like card players with guns beneath the table, eyeing each other up. Not a fun situation to be in, and it was only a matter of time.

He'd need to be ready for it as well, and he began to plan. It was only a matter of time.

[X] Cooperation
-[X] Brotherhood

(You can cancel this if you choose, but the Brotherhood will not be amused)

[ ] Recruit
-[ ] Free Agents
-[ ] Unexploited talent
-[ ] From the Brotherhood
[ ] Diplomacy
-[ ] Unaffiliated Gangs
-[ ] Furious 5th
-[ ] Brotherhood
-[ ] White Fang
[ ] Spying/Gathering Intel
-[ ] Unaffiliated Gangs
-[ ] Furious 5th
-[ ] Brotherhood
-[ ] White Fang
-[ ] Vale PD/Government
[ ] Gear up with new weapons and supplies
-[ ] Buy
-[ ] Steal
-[ ] Make
[ ] Expand/Attack
-[ ] Unaffiliated gangs
-[ ] Brotherhood
-[ ] Furious 5th
-[ ] White Fang
[ ] Set up operations
-[ ] Robbery
-[ ] Protection rackets
-[ ] Smuggling
-[ ] Kidnapping
-[ ] Write in
[ ] Undertake covert actions
-[ ] Assassination
-[ ] Blackmail
-[ ] Bribery
-[ ] Write in
--[ ] Who?
[ ] Explore Mountain Glenn tunnels
[ ] Write in

Personal actions (Pick up to 2):

[ ] Oversee an operation
-[ ] Write in which one
[ ] Practice
-[ ] Ranged combat
-[ ] Melee combat
-[ ] Stealing
-[ ] Aura
-[ ] Write in
[ ] Study
-[ ] Dust
-[ ] Weapons
-[ ] Leadership
-[ ] Diplomacy
-[ ] Write in topic
[ ] Relax
[ ] Spend time with Emerald
[ ] Write in
 
Some important things:
Men: 48
-8 Logistics
-6 Diplomacy
-10 Combat
-23 General work
-Flint Reynalds (Combat)
Dust: 28 vials (~168 Dust Bullets)
Money: 1896 lien [-700 maintenance][+2200 revenue]
This is the number of people we have. which is quite a lot. I think that we should work on getting more money this round.

Also, the amount of money we have is not a round number, which greatly disturbs me (should be fixed ASAP).

Name: Emerald Sustrai
Species: Human
Gender: Female
Health: 30/30
Aura: 40/40
Strength: Low
Speed: High
Endurance: Medium
Dust: None
Diplomacy: None
Skills:
-Basic Melee Combat
-Basic Snark
Weapon: None
Loyalty: Low
Her loyalty is low.

I think that it would be for the best to send her and some men on a small but productive mission. If she can see how efficiently things work when you are a part of a group it means that she will be more likely to become loyal.

A question:
@Azecreth, does leaving people "free" can have some kind of benefit?

I.E. If something doesn't go according to plan, will these men (who aren't assigned to any task) make themselves useful and help?
Or maybe protect us from attacks or something like that?

[X] Cooperation
-[X] Brotherhood

[X] Set up operations
-[X] Robbery
--[X] Dust shops

[X] Make sure that a man or two who are around Flint make sure that he isn't a traitor

[X] Spying/Gathering Intel
-[X] Focus on gathering intel about their intention towards us, their other operations aren't interesting right now.
--[X] Unaffiliated Gangs
--[X] Furious 5th
--[X] Brotherhood
--[X] White Fang
--[X] Vale PD/Government

[X] Explore Mountain Glenn tunnels

2 Personal actions (I really want to train, but these operations are too important...):
[X] Oversee an operation
-[X] Robbery

[X] Oversee an operation
-[X] Explore Mountain Glenn tunnels


Smuggling Team (Brotherhood cooperation): 496£
- 1 Logistic
- 1 Diplomacy
- 3 Combat
- 4 General Work
Number of combat personal increased due to higher chance of a gang war.

Robbery team: 700£
- 1 Roman
- 1 Emerald Sustrai
- 1 Flint Reynalds
- 4 Combat
- 5 General Work
- The flint watch team.

Flint watch team (will be a part of any mission Flint is a part of): 50£
- 1 Logistics
- 1 Diplomacy

Intel team: 350£
- 1 logistics
- 3 Diplomacy
- 2 General Work

Expedition team: 600£
- 1 Roman
- 3 Logistics
- 3 Combat
- 10 General Work


Reserve manpower: -
- 2 Logistics
- 1 Diplomacy
- 2 General Work

Spending: 2196£
Expenses: 700£
Income: 2200£
Reserve Cash: 1896£
Final Balance: 1200 £
Reserve Manpower: 9 men


Notes:
I plan to sell some of the dust to other gangs, but we don't have enough personal for that (I want some combat people to secure it) and we don't even know how much dust we will get from the robbery. So I'm leaving it to next turn.

I'm also a bit worried that Flint is an undercover agent, so I'm putting some men to watch his actions. Since I don't trust either him or Ember they aren't a part of the Glenn tunnels expedition team.
 
A question:
@Azecreth, does leaving people "free" can have some kind of benefit?

I.E. If something doesn't go according to plan, will these men (who aren't assigned to any task) make themselves useful and help?
Or maybe protect us from attacks or something like that?

If they're contact and can get there in time, then yes, men not assigned to a job will help out. Otherwise they will hang around and protect your territory from other people.
 
Some important things:

This is the number of people we have. which is quite a lot. I think that we should work on getting more money this round.

Also, the amount of money we have is not a round number, which greatly disturbs me (should be fixed ASAP).


Her loyalty is low.

I think that it would be for the best to send her and some men on a small but productive mission. If she can see how efficiently things work when you are a part of a group it means that she will be more likely to become loyal.

Money needs fixing, and we need more of it. Totally agree.
The Spend time with Emerald option is there for a reason, but yes, We'll need to send her on a mission this turn.


I like your plan, but Mountain Glen needs less workers and more combat people. Grimm come to fear, and wrokers in dark tunnels = fear.
Notes:
I plan to sell some of the dust to other gangs, but we don't have enough personal for that (I want some combat people to secure it) and we don't even know how much dust we will get from the robbery. So I'm leaving it to next turn.

I'm also a bit worried that Flint is an undercover agent, so I'm putting some men to watch his actions. Since I don't trust either him or Ember they aren't a part of the Glenn tunnels expedition team.

We'll see about selling Dust, but yeah, it's next turn.
Flint needs to earn trust first, so we'll have him do stuff that a cop wouldn't. Let's say, the first minion who fails gets executed?


[] Plan BBBence1111

[X] Cooperation
-[X] Brotherhood

[X] Set up operations
-[X] Robbery
--[X] Dust shops
-[X] Protection rackets

[X] Make sure that a man or two who are around Flint make sure that he isn't a traitor

[X] Spying/Gathering Intel
-[X] Focus on gathering intel about their intention towards us, their other operations aren't interesting right now.
--[X] Unaffiliated Gangs
--[X] Furious 5th
--[X] Brotherhood
--[X] White Fang
--[X] Vale PD/Government

[X] Explore Mountain Glenn tunnels

2 Personal actions
[X] Oversee an operation
-[X] Robbery

[X] Oversee an operation
-[X] Explore Mountain Glenn tunnels


Smuggling Team (Brotherhood cooperation): 496£
- 1 Logistic
- 1 Diplomacy
- 3 Combat
- 4 General Work

Robbery team: 500£
- 1 Roman
- 1 Emerald Sustrai
- 1 Flint Reynalds
- 3 Combat
- 5 General Work
- The flint watch team.

Protection Racket team: 250£
- 1 Logistcs
- 1 Diplomacy
- 5 General Work

Flint watch team (will be a part of any mission Flint is a part of): 50£
- 1 Logistics
- 1 Diplomacy

Intel team: 300£
- 1 logistics
- 3 Diplomacy
- 3 General Work

Expedition team: 600£
- 1 Roman
- 3 Logistics
- 4 Combat
- 5 General Work


Reserve manpower: -
- 1 Logistics
- 2 General Work

Spending: 2196£
Expenses: 700£
Income: 2200£
Reserve Cash: 1896£
Final Balance: 1200 £
Reserve Manpower: 3 men

I just realised I never made a plan for this quest before. Is this one ok?
 
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A side note shouldn't we train a little to get ourselves a bit stronger? We don't have to oversee everything.
 
Money needs fixing, and we need more of it. Totally agree.
The Spend time with Emerald option is there for a reason, but yes, We'll need to send her on a mission this turn.



I like your plan, but Mountain Glen needs less workers and more combat people. Grimm come to fear, and wrokers in dark tunnels = fear.


We'll see about selling Dust, but yeah, it's next turn.
Flint needs to earn trust first, so we'll have him do stuff that a cop wouldn't. Let's say, the first minion who fails gets executed?


[X] Plan BBBence1111

[X] Cooperation
-[X] Brotherhood

[X] Set up operations
-[X] Robbery
--[X] Dust shops
-[X] Protection rackets

[X] Make sure that a man or two who are around Flint make sure that he isn't a traitor

[X] Spying/Gathering Intel
-[X] Focus on gathering intel about their intention towards us, their other operations aren't interesting right now.
--[X] Unaffiliated Gangs
--[X] Furious 5th
--[X] Brotherhood
--[X] White Fang
--[X] Vale PD/Government

[X] Explore Mountain Glenn tunnels

2 Personal actions
[X] Oversee an operation
-[X] Robbery

[X] Oversee an operation
-[X] Explore Mountain Glenn tunnels


Smuggling Team (Brotherhood cooperation): 496£
- 1 Logistic
- 1 Diplomacy
- 3 Combat
- 4 General Work

Robbery team: 500£
- 1 Roman
- 1 Emerald Sustrai
- 1 Flint Reynalds
- 3 Combat
- 5 General Work
- The flint watch team.

Protection Racket team: 250£
- 1 Logistcs
- 1 Diplomacy
- 5 General Work

Flint watch team (will be a part of any mission Flint is a part of): 50£
- 1 Logistics
- 1 Diplomacy

Intel team: 300£
- 1 logistics
- 3 Diplomacy
- 3 General Work

Expedition team: 600£
- 1 Roman
- 3 Logistics
- 4 Combat
- 5 General Work


Reserve manpower: -
- 1 Logistics
- 2 General Work

Spending: 2196£
Expenses: 700£
Income: 2200£
Reserve Cash: 1896£
Final Balance: 1200 £
Reserve Manpower: 3 men

I just realised I never made a plan for this quest before. Is this one ok?
This looks like a good plan, but shouldn't we change the overseeing of the tunnels to training?
A side note shouldn't we train a little to get ourselves a bit stronger? We don't have to oversee everything.
Exactly.
 
I have to agree with @Sinsystems point. We do need to train, and putting all of our big people in one robbery seems like a bit much.

[X] Plan Iandude0

[X] Cooperation
-[X] Brotherhood

[X] Set up operations
-[X] Robbery
--[X] Dust shops
-[X] Protection rackets

[X] Make sure that a man or two who are around Flint make sure that he isn't a traitor

[X] Spying/Gathering Intel
-[X] Focus on gathering intel about their intention towards us, their other operations aren't interesting right now.
--[X] Unaffiliated Gangs
--[X] Furious 5th
--[X] Brotherhood
--[X] White Fang
--[X] Vale PD/Government

[X] Explore Mountain Glenn tunnels

2 Personal actions
[X] Practice
-[X] Melee combat

[X] Oversee an operation
-[X] Explore Mountain Glenn tunnels


Smuggling Team (Brotherhood cooperation): 496£
- 1 Logistic
- 1 Diplomacy
- 3 Combat
- 4 General Work

Robbery team: 500£
- 1 Emerald Sustrai
- 1 Flint Reynalds
- 3 Combat
- 5 General Work
- The flint watch team.

Protection Racket team: 250£
- 1 Logistcs
- 1 Diplomacy
- 5 General Work

Flint watch team (will be a part of any mission Flint is a part of): 50£
- 1 Logistics
- 1 Diplomacy

Intel team: 300£
- 1 logistics
- 3 Diplomacy
- 3 General Work

Expedition team: 600£
- 1 Roman
- 3 Logistics
- 4 Combat
- 5 General Work


Reserve manpower: -
- 1 Logistics
- 2 General Work

Spending: 2196£
Expenses: 700£
Income: 2200£
Reserve Cash: 1896£
Final Balance: 1200 £
Reserve Manpower: 3 men

I'd be willing to switch the training if people asked, though I think that if he's going into the tunnels that getting a leg up on melee combat seems prudent. Other than that, this plan is basically identical to @BBBence1111's
@Azecreth is there any way to gain more personal actions? And will it be possible for Emerald to train her stats too?
 
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I have to agree with @Sinsystems

2 Personal actions
[X] Practice
-[X] Melee combat

[X] Oversee an operation
-[X] Explore Mountain Glenn tunnels

Robbery team: 500£
- 1 Roman
- 1 Emerald Sustrai
- 1 Flint Reynalds
- 3 Combat
- 5 General Work
- The flint watch team.

Expedition team: 600£
- 1 Roman
- 3 Logistics
- 4 Combat
- 5 General Work

You have Roman at the Robbery and the Expedition. You need to take him out from one. Otherwise, I can agree to training.

[X] Plan Iandude0
 
I like your plan, but Mountain Glen needs less workers and more combat people. Grimm come to fear, and wrokers in dark tunnels = fear.
Our general work guys have proven themselves to be able to handle themselves in combat.

I think that it's best to pass on the protection rackets operation and instead send these men into the expedition.
You swapped 5 general work guys for 1 combat guy, that's a reduction to the combat power of the expedition.
 
So shouldn't we move towards manipulating the brotherhood so they, you know, go away and we can steal from their boss?

Also, we need to train.
Having numbers are all good, but we've seen that one single Huntress could beat down plenty of mooks, we need to be better in a fight.
 
@Azecreth is there any way to gain more personal actions? And will it be possible for Emerald to train her stats too?

Yeah, that'll happen over time. there isn't anything you can specifically do to get personal actions.

And yes, it will. She has growth potential going for her, which is why she's so bad now :p
 
Something I noticed about canon Roman is...he just isn't very good at melee. Most of the time he shoots things with Melodic Cudgel and if he really wants to make a splash, he'll use dust. I think a Roman who focused more on Melee and Aura (leading to a nice Semblance) would be more interesting, and would balance well if we get Emerald's loyalty up (since she is canonically leaning towards ranged weapons in her duo).

I find it interesting that Emerald claims to have a house and implies she has a family in Vale when in canon it is implied that she isn't known as a criminal in Vale (Cinder being grumpy that she and Mercury took care of Tuscon). While it is certainly plausible that they have never been to Haven in their life, it did imply that they got their criminal feet wet in one of the other three kingdoms, since they were so comfortable at it. We might want to check in on this.

Also, we might want to add the advice to the Robbery team to make sure the store is empty of customers before they begin, given what type of people generally shop there...
 
Something I noticed about canon Roman is...he just isn't very good at melee.
Actually, I completely disagree with you on this one.

IIRC he fought in melee twice:
  1. VS Blake & Sun: He pretty much kicked Blake's ass before Sun showed up, and even then he held his own against Sun's (rather impressive) assault until Blake caught him by surprised (and after that he shot a crane or something like that to distract them and point his cane at Sun).
  2. VS Blake round 2 (on the train): Here it was a rather easy victory for Blake, but mostly because she got dust from Weiss which enhanced her semblance (something Roman wasn't prepared for). In the several short moments when she didn't use dust augmented semblance and just attacked him he managed to deflect every single one of her strikes.

So at least from what I could spot on the show, Roman is actually really good at melee combat. His physical stats sucks, but he appears to be very trained to a level where he can beat stronger and faster opponents (who are probably less trained than him since they are teenagers).

If anything, he lacks in the Dust useage and semblance departments. His canon melee skills are very good.
 
We really should work on getting his aura knowledge up.
I want to see what sort of semblance he'd have.

SEP field. He even has it in canon. Where do you think he hides his bullheads?

And by the way I think Roman getting caught was part of their plan in canon, if the evil laughter is anything to go by. It's easier to get caught if you are knocked out before the fight, instead of being "accidentaly" killed in the attack.
 
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