RE: Rum Runners (Dice RPG)
04-05-2013, 01:37 AM
(This post was last modified: 04-05-2013, 02:03 AM by Psych.)
Jacky runs to The Police Station, with her papers in her bag. She sees a few officers roaming around, with one taking a man in cuffs into the back. One woman behind a desk asks if she can help her. Jacky takes a look around the station for anything important, a Possible act using Ingenuity, but doesn't see anything valuable or potentially important. [Roll 3v6]. It might not be a great idea to stay around much longer though, with illicit liquor recipes in your bag however.
Paul chats up Steven Stevens, because that's a great name. The Councilman has had a few drinks, so waiting for him to slip out a few things isn't that hard. A Probable act using Charm and Deception, it's almost guaranteed. [Roll 14v3]. It appears the Mayor's term is coming up soon, and the announcements for who's running is coming out in three days. The results are up in the air after the mayor's less than favorable term, so if Paul is interested, he may be able to campaign enough to win the position. However, this is an Absurd act using Charm, Ingenuity, Morale, and Charisma, but if he succeeds this will greatly increase his chances of passing laws. Another bill is getting passed tomorrow, preventing transportation to The Suburbs past Day, as several families have been complaining of gang activity. Finally, it appears that whenever bills pass with tariffs on items, prices on them raise, but any liquors made out of them increase in price too when sold.
The Suburbs have been unlocked. Police will be transporting the area outside of Day phase, so if there are any illicit items in your inventory, they will be confiscated and you'll be arrested, having to spend a phase in Jail, though afterwards you'll be released from The Police Station and if you are feeling lucky, you can try stealing your materials back. You may be able to sneak around there if you found a secret passage way or something like that or if you have sufficient Athletics and Energy.
Lana sees her old friend Lissa and they start chatting. Lissa just got back from the Big Apple and is thrilled to see her. She says her new beau got her an invitation to that celebrity's party at Bedford Towers tomorrow and that Lana can come if she wants. It appears tonight that not much is going on, but Lissa asks if Lana could get her another drink and hands her ten dollars. [Item obtained: $10]
Margarita heads to the bar with her mystery man. They chat a while, and she finds out he's actually the owner of The Stitch in Time. He's heard of her affiliations and is interested in finding a new hook-up after his last john stiffed him over a barrel of whiskey. Aside from that, he also has a juicy piece of gossip. Seems the Viper's hideout is somewhere down near the docks, and they've been scaring away his old incoming scooners. They've had a bit of infighting lately, and if you and your pals were able to get rid of them for good, Johnathan here would be willing to lend you folks a good old four hundred smackers.
The Stitch in Time now buys the following liquors from the gang: Moonshine, Gin, Beer, Whiskey, ???, ???, ???
Clide investigates the statue. There's no secret nook, but it appears the panel on the front detailing the statue is actually a secret door. Clide opens it, and finds a ladder down. He investigates further, and upon reaching the bottom, it appears this is a secret entrance to The Sewers. There's several directions to go. North, South, or East.
The Sewers have been discovered. As the first (technically zero-th) command of a phase decides which hub the player enters, and the next command picks where in it they go, The Sewers allow you to skip these and quickly travel from locations to other places. They can also be used in the need of a quick get away or various things. There may also be places only reachable through The Sewers.