Roanapur Quest

Hmm. Okay, I'm not sure whether this skirts Inherited Merits, but I figured I'd ask.

We're already a Jack of all Trades. No untrained penalties and all that, which means Pierre picks up skills pretty readily.

So, what if we extend Jack of all Trades to include Jack of all Languages?

He sounds effectively fluent in three languages already. Birth tongue and two other languages. That's a very respectable spread. It doesn't seem unreasonable that he may have been exposed to a number of different tongues in his line of work. Languages, dialects, slang. He's mostly stuck to the European crowd at a guess, which may make Eastern languages more of a challenge.

Even if he weren't perfectly fluent being able to rapidly pick up and use enough of a language to get by sounds like a valuable skill in his line of work. So soon he'll be graduating from the tourist handbook and moving on to full blown immersion in a new language to accelerate development.

Maybe I'm obsessing over the language thing a bit much. Maybe it wouldn't be worth the cost. I dunno, understanding the language and in doing so the native culture just seems so much more appealing.
No, I think it'll be useful. Until we get
into the big leagues where the "foreigners" are playing, I believe it's worth knowing what the native people around us are saying without having to rely on Claude. Also, others may think us weak if they see us keep having to rely on Claude to interpret, which may lead to negative consequences down the line.

No idea how to Stunt for it though.

Added Willpower is also tempting, but do we need to Stunt for that?
 
Oh I know Europeans tend to know multiple languages. It may not be exceptional, but it still indicates that he was trained, probably at a young age, to accommodate multiple languages. He's already got the mental pathways set in his head to justify picking up another.

Admittedly, it'd be a much easier justification if his languages weren't all from Europe. And yes, higher mental or social stats. I think jack of all Trades is pretty impressive in its own right, but your point is taken.

Only 6 XP for full fluency? Including reading and writing? That sounds like quite a bargain to me. Perhaps we could stunt it as a gradual progression? Pay for full fluency now, and over time Pierre starts by picking up Street-Thai from his interactions and progresses to full fluency once he's gotten enough exposure. Or pay 3 XP now for Street-Thai, pay another 3 XP down the line to upgrade.
 
You can stunt it however you like, and buying one dot in the Merit now and the other later is perfectly fine. Anyway, update below.
________________________________________________________________________

DAY 2, MORNING

[-$120 daily expenses]

Pierre hit the breakfast spread early, before any other guests had staggered out of bed to go through the continental breakfast. The fruit and sweet rice were a poor substitute for the fresh croissants he had dreamed of, and the coffee was the terrible instant Nescafe, but it was fuel for the day. Fuel he suspected he would need very badly. He also made sure to fill his coat with bottles of water per Claude's advice, which he was glad to have taken yesterday.

The sun had still just barely risen when he stepped outside. It looked red and almost angry as the morning light was filtered through a gauzy haze of pollution and smoke around the city. He settled the guitar-case holding his automatic shotgun on his back; the weight was unfamiliar, but becoming more reassuring. For the moment his sunglasses were kept in his shirt pocket.

A moment of deliberation convinced him to leave the Hilux in the parking lot. The Golden Tigers were probably unaware that he had stolen it, but driving into the heart of their turf with it seemed unwise. And anyway there was a lot of time to kill before the Tournament registration. Going by foot would let him get better acquainted with the area. The car tour yesterday had been very enlightening, but even a slow taxi meant he missed a lot of niche stores or the chance to figure out what the various native shops were selling.

The district he was in, by the International Airport, was very consciously modern. It was crammed with hotels and Western luxury shops and fast food, all huddled together against the criminality outside. Streets were well-maintained, the traffic systems worked regularly, though the sidewalk was narrow and not optimized for pedestrian traffic. There were few people out this early, mostly natives obviously going to work as low-wage laborers in the hotels and restaurants, but he could see the potential for the walkways to become crowded and slow-moving. That could make a quick escape difficult.

Several blocks later he paused for a brief rest. Though the sun was not yet out the muggy and humid tropical atmosphere was taking some time to get used to. He opened up a bottle of the water and sought the shade of a palm tree at the street corner. Downtown offered such shelter, even bus stops, amid a handful of gleaming modern skyscrapers and old colonial buildings. It was almost pleasant if one failed to realize the skyscrapers housed the shell-fronts of multinational smuggling rings or offices for private banking concerns lured by the need to export profits from Roanapur in legal guise.

The Caymans had nicer weather, better air, and none of the explosive violence Pierre was feeling right under the surface of the city.

A gaggle of Thai natives drifted over to a street vendor, clamoring for something. He was picking up a few phrases. Newspaper, prices in baht, even the name of the Prime Minister repeated over and over. And PLO; the acronym, in English, was being repeated. He shook his head. It was probably nothing much to worry about. The local city administration was simply a machine to extract bribes, and the barracks they had driven by yesterday had been conspicuously empty. Roanapur might as well be its own country, he thought.

Pierre finished the water and tossed the bottle into a nearby trashcan. Like most of the expensive, foreign-dominated parts of the city, the downtown area was well-maintained that way. Even if they didn't hold to the same code of ethics as the Family or the Union Corse more generally, and at least the Sicilians pretended to, mobsters usually knew better than to foul their own nest.

Most of the stores sheltering underneath the skyscrapers or tucked away inside the older buildings were just stirring to life. Pierre kept a brisk pace as he walked by, appreciating that the streets were better arranged for foot traffic. The flow of people, even in busy hours, would be markedly better. And the presence of open spaces mixed with closed-in older buildings and the side-streets, underground parking lots, and shipping docks of the modern office buildings offered a great many ways to elude pursuit. Or to pursue someone else without giving himself away, he idly thought as he traced out the path he'd take free-running down the alleyway beside the Credit Suisse bank offices.

The streets and buildings progressively became more archaic and run-down as he approached the dockyards at the Port of Roanapur. The "freight" companies based out by the vast row of warehouses shielding the view of downtown from the shipping hub seemed to prefer the dilapidated look. The rest of Roanapur's economic engine was gleaming modern with the profits of the drug trade the smugglers supported. It was quite the contrast, but the salt tang of the ocean spray on the air and the shouts of the longshoremen reminded him somewhat of the harbor at Bastia in his youth. Not that a child could sneak out on these docks to fish at night in safety.

Finding the tournament was not difficult. He simply followed a growing line of people toward the end of the port, and then turned in to an older-looking wooden structure, one whose roof had collapsed at some point and had never been replaced. The smell of salt and sourness that permeated the area made him suspect that it once been used to ferment fish-sauce.

Just outside the entrance a pair of militiamen in old Thai Army uniforms stood bearing ancient looking bolt-action rifles cradled in their arms. Real security was more likely delivered by the handful of hard-looking Slavic men in business suits milling around the outskirts of the old warehouse. They stood out in their alertness and being rather uniform white people just outside a mostly Asian crowd. Hotel Moscow, the Russian mafiya, had a fearsome reputation overseas. He wasn't sure offhand if they would kill him on the spot or shake his hand if they knew he had been the one to kill Kukrov, and had no intention of finding out.

As he made his way along with the crowd inside the building, he could two booths off to the side. Fortunately the banners were in English. He slipped into the smaller stream heading for the "Registration" booth. He took the chance to scan the rest of the arena, easily enough since he stood a head over most of the natives. They had also set up a raised platform in the middle of the warehouse, fully exposed under the hole of the roof. It was roped off and had the rough dimensions of a boxing ring. Seating for spectators would apparently be provided by a host of fold-in chairs.

It took nearly twenty minutes to get to the head of the line at the booth. Sitting on the other side was a bored-looking Thai woman in a Western suit and another of the hard-looking Slavic men. "Sign form please," the Thai woman addressed him in almost sing-song English, pointing to a clipboard filled with paper. A pen was attached to the board by a bit of string. Pierre sighed in exasperation and began writing.

They wanted his name, residence, phone number, and of course to acknowledge a warning that the promoters took absolutely no responsibility for whatever injuries or death participants faced. Rules were also attached, with the curious provision that while contestants would be checked for weapons before entering the ring, there were no grounds for disqualification. It also laid out the format, a round-robin style elimination tournament with a grand prize of $50000, a second place prize of $15000, and a third place prize of $5000. It looked like there were 32 open slots, so he would be facing five opponents if he made it to the final match.

When he was done he handed the clipboard back. The woman gave it a cursory glance before passing it on to the Slavic man beside her. He looked it over with a bit more interest, and then some sort of recognition. "You are Pierre Bourcet, of Corsica, da?"

Pierre's eyes narrowed, but he nodded.

The Russian chuckled. "Bao told us you would be coming here. There was much impression made by cleaning out idiot in his bar. But still, is not enough for a bye. You will have to earn spot in tournament. Not very many byes anyway, we have lots of people interested in reward."

"And how do I earn this spot?"

"Four man elimination bout," the Russian answered. "Whoever is conscious in ring at end of bout gets in. Would not be much worryings though. Mostly locals who think they are big shots now that…. well is of no concerning of you. The first lot is over there in fact," he says, dismissively waving off at a knot of individuals milling around the stairs leading up to the ring.

Two of them were natives, who were glaring at each other and heedless of their surroundings. The third prospective opponent was wearing a golden bandana; the other wore a red shirt. Beside them a Westerner in a short leather jacket was leaning against the side of the stage. The paunch his jacket failed to conceal, his greased back hair and a dangling gold chain made him look like a comical Guido, but as he noticed Pierre looking in his direction he stopped leaning. He brought his hand up to make a "watching you" gesture. If it was supposed to be intimidating it didn't have much effect on Pierre.

[ ] That's what I'm here for.
[ ] On second thought…
--Write in (What are you doing instead?)

Also someone roll Wits + Composure and Int + Streetwise.

If you choose to try to qualify for the Tournament, feel free to stunt out the fight.
 
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Rollan.
-edit-
Whoops, rolled one too many.

So, 9/5/10/1
2 successes? Unless 10-again is a thing, then we've got 3?
TheOtherSandman threw 5 10-faced dice. Reason: Int+Streewise Total: 33
9 9 5 5 10 10 1 1 8 8
 
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I'll be generous with the 10-again from Avenger as long as there is a direct connection to what you're doing and pursuing revenge. In this case Tournament -> Resources -> Manuscript -> Payback. If you were participating to prove yourself the greatest fighter in Roanapur and to use the cash to buy a Mercedes it wouldn't apply.

Relevant to your decision to fight or not: The two Thai natives are wearing the colors of the Golden Tigers and the Red Hawks, respectively, and are going to beat the stuffing out of each other as soon as the fight starts. They're basically a non-concern for either you or Guido there.

Now go ahead and roll Wits + Composure.
 
[X] That's what I'm here for.
[X] Use willpower.

Gah, I have no inspiration on how to stunt this one.
 
Alright then, looks like you use willpower. And we're on for the Tournament.

Guido is wearing a Buddhist medallion on his chain. I'm not saying you're fighting Steven Seagal, but you could certainly draw that conclusion. So that might be useful if someone wants to stunt, hint hint; even in a blowout the extra dice to DV may help avoid taking minor damage.

And no that wasn't everything the awareness roll was for. The other thing Pierre picked up on was how the audience is started arraying themselves. Lots of natives, some of them set off in blocks of Golds and Reds, quite a few villagers, but mostly a sea of local civilians. There's a whole section for what are apparently freelancers, and a lot more Caucasians are in the audience than you'd see on the street. Finally the mobsters have an interesting pattern. The Sicilians and Colombians are sitting together and look downright chatty with each other, while the obvious Triad members are just scattered around the audience in no particular pattern. Hotel Moscow is providing security and sponsoring the fight (according to Bao) but doesn't seem to be much in evidence in the stands.
 
I have an idea for a stunt, but I'm not sure whether to use it now or later because it's potentially a nifty trick. In fact I'm ashamed I didn't think of it earlier.

Guido is wearing a necklace.

A chain necklace.

Bitch is asking to be choked. Or for that necklace to be ripped off and beaten over his head.

But I'm not sure whether to jump on this opportunity now or to hold out for the tournament proper and hope we face another person with poor fashion choice. And it is kind of a dick, brutal move. Whether that's a pro or a con depends on your POV.

Another stunt idea I had was to surprise someone by paying 3 EXP for Street-Thai and smack talking them. Especially if they think we don't understand them. It's a decent surprise that may give us a leg up, and easily stunted.

Course, I'm also considering holding out for another 2 EXP over the course of this tournament to get Strength 4 or Wits 4. Strength is obvious. Wits? Our DV is the lower of Dexterity and Wits. Dexterity is a non issue. So with Wits we have a DV of 4. And we're about to get into one on one fights after this so people can't go flanking us to lower our DV.

We've got great stamina but we can't afford to get worn down too much even if it is (mostly) bashing damage. Forcing our opponent to consistently hit 4 successes to break threshold may put the odds in our favor.
 
Guy's not good or well known enough to get a bye, and not everyone in the world is a perfect min-maxer. Hell, as the other two ringmates prove, not everyone in the world is even competent.

Now he could be smuggling in a weapon and plans to use it on us or someone else. Like I said, if I'd thought of it sooner I might have done it myself. And it's apparently a Steven Seagal expy, not that I have any appreciation for that since I've never watched his movies. Yeah, he's probably good, and a paunch doesn't really mean out of shape. Bodybuilder =/ weight lifter, for instance. But he's probably wearing it for style more than anything else. Everyone else here is. Even us, although nobody expects the bulletproof coat.

Hmm, other stunts. Well I don't think Cav mentioned what the floor is. Wood, dirt, an actual boxing ring, whatever. If it's dirt or there's loose stuff hanging around we can kick dirt in his eyes. Again, a good trick that may be better at higher levels, if we still have access to the right floor.
 
Hmm. Okay. Rewatched some of Seagal's fight scenes for reference. Some impressions...

- Lots of throws
- Neck chops
- Limb breaks
- Fast enough to disarm people pointing guns at him
- Uses the environment - throws people through glass, smashes heads onto stuff
- Loves to disarm people and use their weapons against them
 
I hope I don't screw this up... :sad:

***

The crowd looked bored, not that Pierre could blame them. The fight between the two natives, if it even could be called that, had quickly degenerated into a hit-trading session of seeing whose skull was tougher, without the slightest bit of subtlety or finesse.

Now it was his turn, him and Guido. As they entered the ring, Guido looked him in the eye and said, "It's okay to back out if you still want to. We know who's going to walk out of this."

Pierre did not dignify it with a reply, merely raising his arms in guard.

"Okay, man." Guido put up his own guard, a vaguely East Asian style. As soon as the referee gave the go-ahead, he exploded into a flurry of punches, fast for his girth. Pierre had fought faster foes, but this guy was not a pushover either, and his flashing hands managed to intercept some of Pierre's own strikes.

Guido's right hand came down, a knifehand strike; the surety with which he executed this move suggested he had beaten many foes before with it. Pierre was not about to be the next, though. His left elbow struck up, deflecting the move, and his right hand delivered an Openhanded Slap that staggered Guido, opening him up to being laid into.

Guido recovered with surprising quickness and made to throw Pierre, but the same kinesthetic sense that let Pierre glide over rooftops allowed him to recover with ease. Guido roared and shot in, trying to tackle, but Pierre merely sidestepped and hit him with a Roundhouse Kick as he crashed into the ropes, then took hold of his head and slammed it into one of the posts again and again. Elbows flailing, Guido thought he had bought himself a reprieve, but as he got to his feet and turned to face Pierre again, he took a kick to the gut. He doubled over, upon which Pierre grabbed his chain necklace and pulled it so that his head none-too-gently kissed Pierre's knee.

Pierre shoved him back and kicked him in the head, and Guido knew no more.
 
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Nah, it's good. Anyway since this is becoming more Street Fighter than I anticipated, I expanded on the combat rules. These are the expanded rules for the Tournament and hereon out, at least unless I find that something is ludicrously unbalanced or makes combat too lethal or not nearly lethal enough or what-have-you. I also have to write the update now because I need a diceroller to fight this out, and over the weekend I will (try to) flesh out the various Styles that you might encounter.

You will hate Snake Style. But everyone hates Snake Style.
________________________________________________________________________

Expanded Combat Rules for Roanapur Quest

Combat Terminology
Round: Each phase of combat is called a Round, and consists of all engaged characters taking Actions in turns established by rolling Initiative. Once all players have taken their Actions, the Round ends and a new Round begins. Defense Values of all players refresh as their turn comes up in the following Round.

Initiative: Every character involved in a combat rolls Wits + Dexterity. The character with the highest number of successes takes their Actions first, with all other characters acting in order according to the number of rolled successes. In the event of a tie the character with the higher Wits score goes first; if both Wits scores are equal, both characters roll one chance die and the highest roll wins.

Action: In essence, anything a character can do during a round. Characters can take the lower of their (Wits or Dexterity) number of Actions in a Round.

Defense Value: The Defense Value is formed by the lower of Wits or Dexterity. Many merits exist to increase the DV, in most cases by adding an Ability score or doubling the Attribute in question. The DV is halved, rounding down, to form the Difficulty of an Attack roll by another combatant. Actions have an associated DV penalty that subtracts dice from the Defense Value pool for the remainder of the Round; these penalties are cumulative but may not drop passive DV below 1. Stunts add their rating in dice to the DV pool for the remainder of the update. Some situational modifiers may also apply to the DV, particularly with various Merits. Wound penalties from damage subtract dice from the DV pool as from all other physical dicepools.

Attacks: Attacks are made at a listed dicepool of Attribute + Ability. Stunts add their rating in dice to attacks for the remainder of the update. Situational Modifiers, usually the Accuracy of a given weapon or Attack, may also add or subtract dice from an attack. To succeed, the number of successes on the Attack roll must exceed the passive Defense Value of the target. Each attack after the first made in a single round subtracts one dice from the pool for further attacks. This may be modified by Style benefits.

Soak: Soak subtracts damage from a successful attack. Natural Bashing Soak removes (Stamina) Bashing Damage from a physical attack. Lethal Damage may not be naturally soaked save by Legendary Stamina or with certain rare Merits. Armor provides its rating in Bashing and/or Lethal Soak on top of the character's natural Soak rating. Certain attacks may not be soaked at all, and any successful physical attack will always inflict a minimum of 1B damage if it has any damage rating at all.

Styles: Styles are a Merit linked to a combat Ability that provides a character with new capabilities beyond basic attacks. Some of these abilities are different kinds of attacks with different statistics, others enhance Initiative or Defense Value, provide counterattacks under certain circumstances, given access to Crippling damage, and so on. Most styles are various forms of Martial Arts, but Weaponry, Firearms, and even unique Personal styles also exist. The character is limited to the same number of dots in the Style as they have in the linked Ability.

Cover: Parts of the environment may obscure a character or provide protection against attack. While in Cover the character adds +4DV dice to their DV pool applied to any attack that the Cover can intercept. Attacks coming from angles where the target is exposed do not give the defender this benefit, and there are Firearms Merits which ignore Cover. Some weapons may also be powerful enough to simply shoot through anything short of tank-grade armor plate.

Non-Attack Actions
Dash: Move (Dexterity + Athletics) meters closer to/away from opponent; -2DV dice.
Defend: Focus on defending yourself above everything else; +2DV dice.
Aim/Study: Spend the round studying a target, gain +2 dice on an attack next round; -2DV dice.
Shield: Interpose yourself between a target and enemy attack; no change to DV.
Take Cover: Find Cover and hide behind it; no change to DV, end turn.

Basic Brawl Attacks
Punch: +2 Acc, (Strength) +1B Damage, Dexterity + Brawl, -1DV dice.
Kick: +0 Acc, (Strength) +3B Damage, Dexterity + Brawl, -2DV dice.
Grapple: -2 Acc, Strength or Dexterity + Brawl, -3DV dice, DV set to 1 while Grapple is maintained.
-Restrain: Restrained character's DV set to 1, unable to do anything except roll for control of grapple.
-Choke: Win Grapple control for six rounds, silently kills or disables target per player choice.
-Crush: Does (Strength)B unsoakable Damage, ends Grapple.
-Throw: Inflicts automatic knockback/knockdown, roll for Stun, ends Grapple.

Advanced Brawl Attacks
Slap: +2 Acc, (Strength)B Damage, Dexterity + Brawl, roll for Stun, -1DV dice.
Roundhouse Kick: 0 Acc, (Strength) + 6B Damage, Dexterity + Brawl, roll for Knockdown, -3DV dice.
Haymaker: +1 Acc, (Strength) +3B Damage, Dexterity + Brawl, roll for Stun, -2DV dice.
Elbow Strike: +1 Acc, (Strength) +2B, Dexterity + Brawl, -1DV dice.
Knee Strike: -1 Acc, (Strength) + 3B, Dexterity + Brawl, roll for Stun, -3DV dice.
Knifehand Strike: +3 Acc, (Strength)B Damage, Dexterity + Brawl, -1DV dice.

"Dirty" Tricks
Stomp: +4 Acc, (Strength) +4B Damage, Dex + Brawl, Prone target only, -2DV dice.
Bite: -1 Acc, (Strength/2) Lethal Damage, Dex + Brawl, roll for Stun, -2DV dice.
Eye-Gouge: -3 Acc, 2B unsoakable Damage, Dex + Brawl, automatic Stun, roll for Crippling, -2DV dice.
Distraction: Roll Manipulation + Streetwise against Wits + Composure for Surprise Attack, -1DV dice.

Advanced Features
Stun: Roll Composure + Resolve to resist, can take no actions next Turn if failed.
Control Grapple: Both characters roll for Grapple, the highest successes controls for the Round.
Human Shield: Character who controls Grapple can place target in the way of external attacks.
Knockback/Knockdown: Roll Dexterity + Athletics to avoid being forced Prone.
Prone: Character lying is on the ground, with their DV set at 1.
Rise from Prone: Roll Dexterity + Athletics, success means one further Action can be taken.
Crippling Damage: Crippling Attacks inflict a permanent or semi-permanent disability.
Surprise: Roll Wits + Composure against Dexterity + Stealth to avoid surprise attack.
Ambush: Surprise attacks set target's DV to 1.
Called Shot: Target a specific portion of an opponent's body at a -3 dice penalty.
Cover: Add +4DV dice to attacks from any angle obscured by the cover.
 
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It's definitely a very relevant combat stat. Social too, for us. Ups our Difficulty threshold to 2 instead of 1? Nice.

Our Dexterity is finally going to let us start kicking ass and taking names.

I wonder if we can 'steal' styles or merits from our opponents? At XP cost, obvious so it probably won't happen, but I'm wondering.
 
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