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File: hotlinemiami_siteheader.gif (769 KB, 1130x665)
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WELCOME TO HOTLINE 09 QUEST

18 years ago, disaster struck. Russia and the United States entered into a nuclear conflict, destroying most of the lower East Coast and Hawaii, as well as some Russian bullshit you don't care about.

You don't care about a lot of things, but there's an aluminum bat in your hand and it's coated in blood. A chicken mask covers your head, and a corpse lies at your feet. You're 18 years old, a high school drop out, you live in Philadelphia, Pennsylvania, and recently, you've been getting some strange phone calls.

What is your name?

Roll 3d6, highest roll within 5 responses names our character. Gender ambiguous names will be dealt with via DM discretion
>>
Rolled 5, 2, 6 = 13 (3d6)

Nigriss
>>
On that note, I strongly recommend that, for maximum Hotline Miami experience, you listen to the soundtrack, provided here for the pleasure of retarded people who don't now how to google search.

https://www.youtube.com/watch?v=dEFcpyy_vq8
>>
>>19642
Hoodie
>>
Rolled 5, 4, 3 = 12 (3d6)

>>19702
Forgot muh dice
>>
>>19653
Fuck it.

Your name is Nigriss. Whether or not that's a title you've assigned yourself or your actual name isn't too important right now, with the rush of adrenaline and several shots of vodka pounding away at your head. Your iPhone buzzes in your pocket.

is it done?
yeah he's dead. now what?
scope his pockets, nig. steal his phone, don't touch anything else. get rid of this phone.
roger

You're not quite dressed like the original Chicken-Headed Killer, a figure essentially shrouded in myth by now. You've heard tales of his blood-stained varsity jacket, his wooden baseball bat since incinerated with what was left of Miami so long ago. You're wearing a featureless brick-red hoodie drawn over your head, two tiny bumps where your sports bra holds your breasts up underneath. The beak of your cock mask offers you sight in addition to the small eye-slits you carved out yourself.

You drop your iPhone and smash it with the bat, before rummaging across the guy for his shit. He looked like he was homeless, but you guess not, as you slide another iPhone out of his pocket. He's all wrapped up cozy in his bloodied fleece blanket , hidden away behind a dumpster outside of the view of the street, his head entirely caved in. You notice a wallet too, several, in fact, of different styles and kinds, shoved down his pants. A rolled, but not smoked, joint lies up his sleeve. His phone buzzes, thankfully unlocked.

are you getting me, nig?

Same general rules apple. Roll 3d6 for your action, highest vote out of either five responses or within thirty minutes of no responses win.
>>
Rolled 2, 5, 6 = 13 (3d6)

>>19996
>I got you. What now?
>>
loot his shit before you respond
>>
Rolled 3, 2, 6 = 11 (3d6)

>>20086
now with dice edition
>>
>>20045
i got you, what now?
check his grey wallet. it's his actual one. there's a key to the building at the end of the hallway.

You do as the person on the other end asks. After all, if you don't, they're going to kill your sister, and she's the only thing anchoring you to here. Or maybe that's a lie on their end, or on your end, and you just want an excuse to kill people and go on sick-ass missions.

You check out his grey wallet, flipping a couple of brown ones open to reveal oodles and oodles of cash that you ignore for the moment. You dig around in it, finding an ID that reveals his identity (Charles Grey, 49 years old, useless dipshit), since it matches his face before you caved it in, and a blue key.

got it
good girl. you bought another thirty minutes.

You stomp forward, dragging your bat behind you on the ground to hear it rattle. It's a satisfying noise, the way the aluminum scrapes against the vaguely-paved alleyway. The moon casts her weary eye upon your hoodie as a line of blood leads any onlookers right to you. You'll probably murder them too if it comes to that.

You reach a door. It looks like the back entrance to a building.

You put the key in, turn it in the lock, and slowly peek in. Several people in wifebeaters and other assorted dingy clothes are playing around with cards, none of whom have noticed you. The room smells of smoke, cigar, cigarette, cigarillo, and weed.

i'll assume from your radio silence that you've found them. Kill them all.

You take a quick headcount. There's four of them playing poker with messy cards and chips, and a fifth leaning against the wall, a beanie pulled over his face, a gun in his pocket. You count one more gun, the rest seem to have knives or other melee weapons. A fan light flickers slowly overhead.

>MAKE YOUR MOVE
>>
>>20368
Speedwalk in and bash the guy with the beanie over his head upwards towards his jaw. Once he goes down, quickly pull the gun from his pocket and fill the others with lead.

If the second gun is more accessible, go for that one instead and do the same. Prioritize shooting those who have the deadliest weapons or who are closest to you.

Once finished killing them all, lock yourself in the room somehow so that other people cannot come to investigate. Then gather all of the weapons in the room and store them closely to you so that you have easy access to them. Then report to the guy on your iPhone.
>>
Rolled 1, 5, 1 = 7 (3d6)

Bat as many as you can, then take a guy hostage as the dude with the gun shoots at you, his body will hopefully block the shots, and beat that guy to death.
>>
Rolled 1, 4, 2 = 7 (3d6)

>>20416
Forgot to roll
>>
>>20368
Bash the guy with the gun, use his body as a shield between the other guys while you grab his gun from his pocket and unload. If they don't go down, throw his body at them.
>>
Rolled 4, 3, 1 = 8 (3d6)

>>20501
Now with rolling!
>>
Rolled 6, 1, 6 = 13 (3d6)

>>20368
run in and hit the guy with the gun with your bat,
throw the bat at the group of men while you reach down and grab beanie face's gun

then unload onto those suckas until they stop moving or you run out of ammo.

if you dont kill them all somehow throw your gun and run towards nearest weapon and continue the slaughter
>>
>>20704
You kick the door open and take three big leaping steps, trailing your bat behind you. Before anyone can respond, it arcs upward like you're cleaning and you don't know how to use your broom right, pulling further and further up, before teeth hit the ceiling and blood splatters from his lips and gums.

You've practiced enough at this.

You've seen the videos.

You swing your bat outwards and fling it like a frisbee. It bounces off of one mook and bonks the other in the head, distracting the four at the table while you grab the gun and unload into them.

The two unstruck by the bat die to a headshot each, brains splattering against the wall, while the one you threw the bat at reaches for his gun. You put a hole into his hand, and as he yells, his head.

Your gun clicks at the last person, and he grabs your bat, charging at you while swaying lightly. You throw the gun at his head before you kick him in the crotch, bringing your shin up to meet his testicles, turning them into ovaries. He shrieks and drops the bat just enough that you can wrench it from him and pop his head open like an overripe tomato.

Smooth as clockwork, and every bit as logical.

You hear a loud groaning behind you and sling your bat over your shoulder as the beanie-draped figure tries to crawl on the floor.

Obviously, you have no intention on letting this happen.

>METHOD OF EXECUTION?
>>
>>21027
>Sit on his back and chock him with the bat.
>>
>>21027
feed him his fucking teeth senpai let it choke that bitch.
>>
Rolled 6, 1, 1 = 8 (3d6)

>>21099
forgot to roll
>>
Rolled 1, 2, 5 = 8 (3d6)

>>21049
>>
Rolled 6, 1, 2 = 9 (3d6)

>>21049
rollan for this
>>
Sorry about the delay, real life stuff. Response coming ASAP
>>
>>21941
Well our sister's been dead for a while I bet.

Let's kill people anyway.
>>
>>21213
You climb on top of the man with the beanie, sitting on his back, wiggling your rear a bit as you get comfortable atop his spine. You'd be lying if you said that such wanton destruction didn't turn you on in the slightest, but now isn't the time for that. You grab a fistful of hair through his beanie in a tight-fisted grip and lift his head up before smashing it twice into the ground to get him nice and concussed, and then wrap your bat around underneath his chin and begin to choke him out.

The noises he makes are immensely satisfying. He gurgles and spits out teeth and blood in alternating loogeys, and you hear the distinct sound of strangled sobbing. You know just how much pressure to put to avoid crushing his windpipe, and instead doom him to a slow, painful death by suffocation.

He takes a couple of minutes, but he eventually stops moving. You're pretty sure he's faking it though, so instead you jam your bat upwards and feel the satisfying crack of his throat caving inward, the shocked intake of breath as he assumed you would leave him alone, and the soft whines as the life leaves his body along with his breath.

The room is cleared.

You earned 200x5 points for the kills, 500 points in style, and 500 points for the execution. Your point total is at 2000. Points can be exchanged for perks at the end of a mission. Executing enemies successfully without getting killed will earn you significant amounts of points, with more creative executions earning you more points. Murders in general will earn you points, with style points being awarded for both style, speed, and combos.

You are in a room semi-choked with smoke. The door behind you is open, and there are four dead bodies, a knife, a wrench, a box cutter , your bat, two guns (one empty, one with an unknown amount of ammunition in it), the trappings of poker, a bag of cocaine or flour (you're not sure from this far away), and some corpses. You're not sure if you mentioned them yet in the big mental list.

>NOW WHAT?

>>21995
Time in quest =/= time IRL, so don't worry about it
>>
Rolled 3, 6, 1 = 10 (3d6)

>>22025
keep your bat. If you allow it than take another weapon : the other gun.

pack up the cocaine flour and move into the next room. or go back outside if this room is done.
>>
>>22097
You have enough pocket space to hold 1 large weapon and 1 small weapon, three small weapons (with one in your hand), or 1 very large/two-handed weapon (like, for example, a zweihander or rocket launcher, not that we will be finding any of those soon, or maybe at all)
>>
>>22025
I was being a smartass. Sorry.

Can we check how much ammo is in the other gun, or will it take too long? Also, what mask are we wearing, again?
>>
>>22124
Chicken mask, whoops.

>>22123
Take the knife and the two guns.
>>
>>22025
Room for one more?
>>
>>22147
Reader? Yes. There can never be enough readers. Join the murder parade.
>>22124
Trivial actions like that can be performed at any time without a roll as long as you're not under duress. In this case -

You quickly frisk the gun for ammunition, unloading and reloading it in about 20 seconds. It has six bullets in it.

Also, remember to roll for your actions.
>>
Rolled 4, 6, 1 = 11 (3d6)

>>22025
take gun with ammo, knife, snort a little coke. peek into next room unless house is clear then leave and call boss
>>
Rolled 6, 5, 6 = 17 (3d6)

>>22174
Tuck boxcutter in your pocket, take the gun for sure, stick the cocaine in your sock (check first) then go loot the not-homeless guy and all these mooks before calling in to report it done.
>>
>>22216
NICE ROLL
>>
>>22233
Thanks. I try.
>>
>>22025
>>22216
T H I S
>>
test
>>
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>>22216
You quickly tuck the box cutter away in your pocket, take the loaded gun and put that into your other pocket, and then check the cocaine. Yep, it's cocaine. You taste a bit just to feel that tingly buzz on your tongue. Definitely cocaine. The bag is too big to fit in your shoe, so you pour most of it out on the floor in a fit of spite, and also to make it look like there was a cocaine-related freakout, and when there's enough for it to fit, you tuck it in your sock.

You go ahead and loot the rest of the mooks as well. You earn a cool 200$. You exit the room and rummage through the homeless man's wallets, although it appears that he has nothing of value on him except various IDs of varying states of real-ness. You take the joint anyway and tuck it into your other shoe.

done
good. your clock's still ticking down. you have about 35 minutes to clear the rest of the building.
...
don't worry, nigress. i have faith in you and your murder abilities.
i guess if you want i'll add another five minutes to the clock.
thank you
don't mention it. you can also keep any loot you find for yourself.
im sending you floor plans for this hideaway. there should be two floors total to clear out.
abom out

This is one of Abom's floor plans. They're rudimentary, but they get the job done. The room in the lower right is the entrance to the alleyway - it seems there's only one way in and out from this particular building, at least from the first floor.

>NOW WHAT?
>>
>>22640
Whoops.

Fucking closed italics tags.

Obviously, it ends at the end of the iPhone convo. The fact that other things are italics past that mean nothing.
>>
Rolled 3, 2, 5 = 10 (3d6)

>>22640
Open right door slightly to get a look at whats inside, hand on your gun in case someone notices you.
>>
Rolled 1, 1, 1 = 3 (3d6)

Seconded, with caveat we grab baseball bat before opening the door.
>>
Unfortunately, that's all I have time for tonight! If this thread is still open by tomorrow, we'll begin again then, and if not, I'll open thread two. Thanks for playing/reading everyone!
>>
>>23572
remember to write down important info just in case.
>>
Christ, I feel bad about suggesting that execution.
Its like im really playing Hotline Miami!
>>
>>23572
See you tomorrow.
>>
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>>19642
>>
>>22904
Good morning, everyone. Welcome back to the Murderparade. Newcomers welcome.

You put your hand on your gun, and another on your bat, dragging it slowly to the door on your right. You creak it open a crack; the room is dark, with a flickering light up above casting seizureific glares through the room's interior. A single solitary person, from your angle, is sleeping on the couch. You crane your head inward to confirm that nobody else is in here; it appears to be some sort of communal bedroom, with mattresses and couch cushions strewn about the floor, and a TV casting the room in a dim, poor-quality haze.

The smell of weed smoke fills the air. You think you feel some of the vodka draining out of your brain.

>NOW WHAT?
>>
Rolled 5, 4, 4 = 13 (3d6)

>>28109
Crush his windpipe with the bat.
>>
Rolled 5, 4, 6 = 15 (3d6)

>>28109
smother him with a pillow, maybe shoot him in the face if the pillow muffles the sound.

then walk into the hall way and go the second largest room on the right.
>>
>>28133
You speed walk into the room, grab a pillow, and immediately shove it onto the man's face. It takes a couple of seconds before he wakes up. You pull the pillow down so you can see his eyes as you unload a round into his face.

You gain 200 kill points, 0 style points, and 300 execution points. You have 2500 points.

There is a noise from the larger room to the side. Several noises. Yelling. You count about 3 individual sets of footsteps, roughly guessing.

>What do?
>>
Rolled 1, 4, 3 = 8 (3d6)

>>28354
Try to spy at them without being noticed. Are they armed? Why are they yelling?
>>
Rolled 2, 5, 5 = 12 (3d6)

>>28354
Burst in through the door and open fire.
>>
>>28409
I agree with this, we gotta watch for armed men
>>
Rolled 2, 6, 1 = 9 (3d6)

>>28354
as soon as their door opens, open fire and run into the nearest room.
>>
Rolled 6, 2, 4 = 12 (3d6)

>>28354
Duck behind the couch and stay in the shadow. Once they come into the room (from sound of gunshot, duh, cause a pillow don't muffle shit) wait until one or several runs over to the body, bat them first, then shoot the others using them/the couch as a shield
>>
>>28423
For future reference, you can roll for other people's votes.

Also, decreasing the maximum vote time before an update to 20 minutes.


>>28417
You have five bullets left. You're sure that you can take out three people with five bullets.

You roll off the couch and land yourself near the door. You press yourself against it, feel one thump, hear a "What the fuck?", and kick the door down, covering someone in wooden paneling.

Bang, bang. Two shots in the head. You jump up on the door and stomp downwards, splattering the poor mook underneath's skull open. A shot whizzes by your mask and you instinctually double-tap the fourth person hidden away in the corner, splattering his beautiful red paint against the inside of the corner.

You gain 800 kill points, 300 style points, and 400 execution points. You have 4000 points.

Your gun has a single bullet left. You scout the room - there are a couple more bags of cocaine lying freely about, and several stacks of weed, along with some junior chemistry sets or some bullshit. A bunsen burner gently roils in the middle of the room. In terms of weaponry, there is a gun in the corner of the room by the dead man, a hammer, a switchblade, and a pair of brass knuckles. If you spend time frisking the room, you can probably acquire some more sweet loot, but you risk attracting the attentions of others in the house.

>NOW WHAT?
>>
>>28679
Grab the gun, the switchblade and move on.
>>
Rolled 1, 1, 3 = 5 (3d6)

>>28679
Grab the gun and as much coke that can fit up your nose in 60 seconds. Then check for cash in the wallets of the fallen.
Because murderhoboing is what we do senpai.
>>
Rolled 6, 3, 3 = 12 (3d6)

>>28694
Seconded. Try to stay stealthy and keep the bat at the ready
>>
Rolled 2, 4, 4 = 10 (3d6)

>>28694
This.
>>
Rolled 1, 2, 3 = 6 (3d6)

>>28679
drop our bat pick up the hammer.

time to NAIL these suckas
>>
>>28708
You slowly meander around the room to get to the fresh gun, unloading your other one and tossing it away before grabbing the fresh one and frisking it for ammunition. 5 bullets. You grab the switchblade and replace the box cutter in your hoodie pocket with it.

You proceed into the hallway. To your left, at the end of the hallway, is the stairwell up to the next floor. To your right are three doors lined up, that are marked on your map with a question mark; you assume this means that they could have a way up, down, or some other distinguishing feature that's not able to be marked on a map. There is nobody in the hallway - gaudy wallpaper peels off in strips like leprous skin, and the fumes of blood, alcohol, and marijuana fill your nostrils with utter glee. You grip your bat tight, hearing a gentle rustling in the other rooms.

>NOW WHAT?
>>
Rolled 5, 2, 2 = 9 (3d6)

>>28811
shoot a into the door of the closest room to lure them out. stab the first one out in the eye and begin unloading on the rest
>>
Rolled 6, 1, 1 = 8 (3d6)

>>28811
Let's lure them into the hallway and go all Oldboy on them all.
>>
>>28840
You take aim at about where you would assume someone's head would be through the door of the closest room and fire. You hear a surprised yelp, a quick peek through the door shows that you nailed him through the head and splattered him against the window of the bathroom. A ruckus emerges, and you press yourself against the middle door, sliding against it as it opens up with a man wearing nothing but boxers hastily put on.

You roll off the door and stab him in the eye with the switchblade, and then yank it out and slit his throat. You peek into the room to see a meek Latina woman curled up into a ball, weeping. You kick the door shut and ignore her as you hear footsteps behind you.

You flick your heel backwards and turn on a dime, launching the blade at the man in front, deliberately skimming his shoulder so that it lands in the throat of the man behind him. Bang bang. You destroy the first one's kneecap, then his other one.

"Kneel."

He does so, and you end his life. The other one clutches his throat to try and uselessly staunch the bleeding. You end his misery with a bullet through the knife, ruining it and his neck. His head almost comes loose. You stifle a giggle.

The last door on the right is open. You peek into it and see... Nothing in particular. Another bathroom. It seems all three doors hid bathrooms/sex rooms. Boring.

The room is quiet. You hear footsteps from upstairs. You can't see any weapons on them, but if you looked hard you might find one or two.

You are out of bullets, and the switchblade is ruined.

You gain 800 kill points, 700 style points, and 1000 execution points. You have 5500 points.

>NOW WHAT?
>>
>>29016
*6500 points
>>
>>29016
Take the time to search for weapons. Be prepared to bash anyone that comes in with the bat.
>>
Rolled 1, 3, 4 = 8 (3d6)

>>29084
This seems to be our only option.
>>
>>29121
You grab the bat as you scrounge around for weapons in pockets. The girl in the middle room is still whimpering gently; you'll figure out what to do with her later.

You find one useful tool, which is to say, a monkey wrench that's particularly heavy, and pocket it. You also find $150, and deposit that into your pocket. You hide behind the door, making sure to hide on the hinged side so that if someone opens it you won't be seen, but after about five minutes the rustling upstairs seems to come to a stop, and nobody's come down.

You grip your bat a little tighter.

>NOW WHAT?
>>
Rolled 2, 4, 3 = 9 (3d6)

>>29209
Slowly make your way upstairs, get ready to bean the first person you see with the wrench
>>
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>>29349
You enter the stairwell, and slowly stalk your way up the stairs, making as little noise as possible. There's a smoking man leaning backwards against the bannister, not realizing the precarious position he's in.

Gosh, he could fall over at any moment!

You hit him in the back of the head with the wrench from below, and in his pain, he falls over and lands on the ground. Thankfully, he lands right on his head, with a sickening crunch. If he's not dead, he's certainly paralyzed, and you'll probably finish him on the way back down.

Speaking of the way back down, you grab the wrench as it flops back to you in the air. You make your way to the second floor and immediately duck against the wall, checking your iPhone for the second floor blueprints from Abom.

Your phone buzzes at the same time.

30 minutes. i hope you're making good time. don't waste your breath responding.

You give the floor plan a once over and memorize it. You are in the room at the top left.

>NOW WHAT?
>>
Rolled 3, 4, 5 = 12 (3d6)

>>29510
enter the north east door by kicking it and nailing the first guy you see with the bat, try to use that guy as a shield in case the other people have guns. take them out and continue to the next room.
>>
Rolled 1, 6, 3 = 10 (3d6)

>>29510
Check if there's someone in the room to the right. If it seems there's only one person, bust the door, try to break his face with the wrench and then crush his skull.
>>
>>29599
You enter the closest door to the north-east by kicking it open, nailing someone into the wall with a loud grunt. You immediately bean your wrench at the only other person in the room as he whips around and attempts to shoot you, sending his shot wildly off-course, and into the door, clearing that problem up for you. You run forward and smash his head clean open.

The gunshot causes enough of a ruckus that one of the people from the room to your right rushes in with a knife at the ready. You hold his comrade up as a shield, and he seems suitably disgusted by the visage of the man with his skull busted open that he starts to scream. You stop him with the gun.

There's loud music coming from the room in the southwest corner. You assume that the music is the reason why you're not bothered for now, but you wait for two minutes hidden away in the corner, taking stock of the situation. You frisk your gun to count 7 bullets, finally, a good amount. You also find a joint on one of the corpses and put it into your shoe.

You gain 600 kill points, 1000 style points, and 400 execution points. You have 8500 points.
>>
>>30007
Ahem, excuse me.

You feel a chill, a good chill, in the air. Bloodlust pounds in your ears.

>MAKE YOUR MOVE.
>>
Rolled 5, 4, 2 = 11 (3d6)

>>30019
Looks like southwest room is the only one we have yet to clear.
Open the door by hucking a body through it, then wait behind the door for somebody to walk over. When they do, shoot them through the door.
>>
Rolled 3, 1, 3 = 7 (3d6)

>>30067
>>
Rolled 1, 2, 5 = 8 (3d6)

>>30067
I like this. Let's bring life to that party.
>>
>>30067
You grab one of the bodies, hauling it with you with ease. You've been preparing for something like this for most of your life, working out, getting fit and ready to smash things with a bat. You used to be the Softball Queen™, until, well...

Never mind.

You grab the body and chuck it through the door, and then wait by it for someone to come through. When you are inevitably approached by an inquisitive patron, you grab them, smash the door into their nose to stun them, and then shoot at where their mouth was, before kicking the door off the hinges and onto them.

You step over them, blood leaking out into the moldy carpet covered in nugs, bugs, and flecks of white. There's one person left, and he looks at you with a dazed look, his nose bleeding. In the room, there is one couch, a loud speaker set hooked up to a laptop, and a large, flat-screen TV with even bigger speakers blasting Music Choice's rap channel. Several bongs and bowls lie scattered about the room.

>EXECUTION?

Remember, the more brutal and creative the execution, the more points.
>>
>>30507
Jam a bong in his throat,then smash it with the bat.
>>
Rolled 5, 5, 1 = 11 (3d6)

>>30580
Forgot dice.
>>
Rolled 2, 4, 3 = 9 (3d6)

>>30507
make him smoke of the pot then shoot him in the lungs so the smoke comes out of his chest.
>>
Rolled 4, 1, 2 = 7 (3d6)

>>30580
Drag him over to the window first, force/threaten him so he sits on the sill, cram bong in his mouth. As he lights up, baseball bat so it goes down his throat and he falls out the window
>>
>>30626
You grab one of the bongs, the biggest one you can see, and saunter your way over to him, leaning forward so that you can match him eye to eye. There's a gun in his hand but he's not pointing it at you or moving it. You press the bong against his lips and he lets his eyes roll up and then shut rapturously.

You tilt it back, pushing him back against the couch as he mumbles protests, beginning to pour filthy bong water down into his throat. You grab his jaw and force it open so that you can fit the lip of the bong in, keeping it held up like a fountain. As he gurgles and groans, you bring the bat up and smash it downwards onto his mouth, shattering the bong on his face and rendering him bleeding and glass-covered. He's whimpering and gurgling on his own bloody spit, not quite dead yet, so you grab a second one and jam it into his distended mouth.

This time, after you crack his skull open, he stops moving. You see one last thick swallow as glass enters his stomach, and then leave him there to choke and die.

You gain 200 kill points, 0 style points, and 1800 execution points. You have 10500 points.

MISSION COMPLETE

Choose a skill tree to begin your point investment.
-Execution
-Style
-Murder
>>
>>31202
>style
we can kill with ease but we lack finesse
>>
>>31202
>Style
The way I see it,we are doing well in the murder front and we are quite good in the executions too,but lacking in style.
>>
Style Powers

Snakearms 1 - Increase the possibility of knocking an enemy out with a thrown weapon. (7000 POINTS)
Combat Roll 1 - Allows you to make flashy rolls once per mission, evading any oncoming attack. Combat Rolls cannot currently take you through windows, but can be used through doors. (10000 POINTS)
Adrenaline High 1 - You are less impaired by drugs and alcohol while in combat. (3000 POINTS)
Double Dip 1 - While under the effect of two or more drugs, you can fortuitously avoid death once per mission. (10000 POINTS)
Pistol Whip 1 - Using a gun as a melee or thrown weapon is more effective. (3000 POINTS)
Horsehoof 1 - Kicking a door open will deal more damage to enemies on the other side. (4000 POINTS)



Pick any combination of abilities you can afford with 10500 points. Highest roll wins, with a 1 hour grace period.
>>
>>31886
>Snakearms 1
>Pistol Whip 1
>>
Rolled 5, 1, 1 = 7 (3d6)

>>31886
>Snakearms
>Pistol Whip
>>
Rolled 1, 1, 1 = 3 (3d6)

>>31987
Got you covered,senpai.
>>
Rolled 5, 1, 3 = 9 (3d6)

>>31886
>combat roll 1
>pistol whip 1
>>
>>32038
Or not. Sorry.
>>
>>32056
That would be 13000 points, which is 2500 more than you have.
>>
Rolled 4, 5, 1 = 10 (3d6)

>>32178
shit my bad
i switch my vote to this >>31987
>>
>>31987
You obtain the Snakearms 1 and Pistol Whip 1 power. You have 500 points available, which is not enough to buy anything.

Mission Complete. Standby for Mission Epilogue
>>
it's done
good girl. you've earned her life today.
good.
go home and take a load off.
i'll have another assignment for you tomorrow.
rest up
okay
abom out


You proceed to go home.

By home, that is, you proceed to sneak into a gated apartment building through a hole that Abom helped you make, and return to your little hideaway inside the boiler room. It's always a comfortable temperature, and you have a laundry basket, a money stash, and plenty of drugs and vodka.

That's right. You don't even live with your sister. This isn't supposed to be a surprise or anything. She lives in this apartment complex though.

You peel your mask off and set it aside in the mask pile. You make sure to wear a different one each time - Abom has provided you with four. The chicken mask, an owl mask, a tiger mask, and a pig mask. You pull your hoodie off, and strip nude, admiring your rough face in the mirror.

You used to be a bit of a looker, but not much anymore. Your face is pockmarked and scarred, your crystal blue eyes faded into an innocence no longer there. Your brown hair is stringy and greasy, especially since you haven't taken a good shower in weeks. On the bright side, all this murder has gotten you ripped as hell. You set your bat down, and flop down onto the pile of clothing with a sleeping bag on top.

Your money pile is now at around 1500 dollars.

You have two weapons stored, the Baseball Bat (large 1h), and the Monkey Wrench (small). You do not yet have the ability to take guns with you between missions.

Your powers are:

Batter Up 1 (Murder - Allows you to wield Baseball Bats as a small sized weapon)
Snakearms 1 (Style - Increase the possibility of knocking an enemy out with a thrown weapon.)
Pistol Whip 1 (Style - Using a gun as a melee or thrown weapon is more effective.)



Do you want to do anything in your small "apartment" before you go to sleep?
>>
>>33195
Fucking formatting.

it's done
good girl. you've earned her life today.
good.
go home and take a load off.
i'll have another assignment for you tomorrow.
rest up
okay
abom out
>>
>>33216
God DAMNIT.

it's done
good girl. you've earned her life today.
good.
go home and take a load off.
i'll have another assignment for you tomorrow.
rest up
okay
abom out
>>
>>33195
Get drunk.
>>
>>33195
Just go to sleep.
Killing large amounts of people must be tiring.
>>
Rolled 1, 6, 6 = 13 (3d6)

>>33263
Oops, I forgot about the dice.
>>
Rolled 3, 1, 3 = 7 (3d6)

>>33310
>>
Rolled 6, 1, 5 = 12 (3d6)

>>33195
Masturbate furiously
>>
Unfortunately, I must take a break for real life purposes for several hours. It's been a blast questing with you so far, readers.
>>
Rolled 5, 5, 5 = 15 (3d6)

>>33310
This
>>
Rolled 6, 6, 1 = 13 (3d6)

>>33195
Look at the masks real quick. Do you ever feel like they "enhance" you in their own ways?

Go to bed afterwards.
>>
Can I change my dice roll (>>34185) from >>33310 to >>34402

???
>>
>>34402
You look at the masks. Ever since your first mission with Abom, he's been giving you new ones. You're not sure why, but you definitely feel different wearing each one, like they all have their own personalities that they impress upon you.

Richard (Chicken) is a silent mask. It tells you nothing, and allows you to keep an even keel.
Rasmus (Owl) is a wise mask. It makes you feel like you can see through things. You feel like wearing it may randomly mark interesting features on Abom's maps, but that's preposterous.
Tony (Tiger) is a ferocious mask. When you wear it, you feel a bloodlust overtake you, making it impossible to use any sort of guns but also making you much faster and more vicious.
Aubrey (Pig) is a deadly mask. When you wear it, you always coincidentally find a gun nearby before you go on a mission.

You roll around a bit in your pile. Whenever you do a mission successfully, you always wake up with a new mask in the mask clump.

Choose next mask.
Don Juan (Horse) is a calm mask. It allows you to think faster, but, most importantly, lets you kick down doors cleanly and easily.
Charlie (Octopus) is a grabby mask. You think if you wear it, you'll find more loot.
Russel (Bull) is a dimwitted mask. It hurts your peripheral vision, but numbs your ability to feel pain.
>>
>>41971
>Don Juan
>>
>>41971
Don Juan. I have a feeling that thinking faster is good.
>>
Rolled 1, 6, 5 = 12 (3d6)

>>41971
don juan since the guys above didnt roll.
>>
Rolled 4, 2, 1 = 7 (3d6)

>>41971
Charlie. All in favor of mostly using Rasmus though?

Sounds like we have some sort of alignment system, given Richard's description.
>>
>>46316
I'd favour Don Juan,since "thinking faster" seems to outweigh "more loot". However,Rasmus/Richard seems a good option. I don't think the quest is only going to be about killing,and I'd hate to needlessly punch people because we are in a "berserker" state.
>>
Rolled 4, 1, 3 = 8 (3d6)

>>41971
>>Don Juan

Is Richard waiting on more votes?
>>
bump
>>
bump
>>
Bumping for game update
>>
Sorry about that, everyone, if you didn't notice, I also run Cultural Evolution, and that somehow got wildly popular so it sort of ate all my time in addition to finals.

You think about horses for a bit before you pass out. You're not sure why, but you think about horses nonetheless.

You wake up the next morning with your head spinning, and a new mask in the mask pile. A horse mask. There's a name tag on it that you quickly pry off - Don Juan. You fit it over your head and then pull it back off. It's a perfect fit, of course, somehow, and you can see fine.

Where do you want to go to spend your morning?

Drug Dealer (Buy, sell, and imbibe drugs & alcohol)
Café (Meet new people and drink coffee)
Library (Learn yourself some knowledge)
Dark Alleyway (Try and pick a fight)
Strip Mall (Purchase new weapons and equipment)
Stay inside (Stay inside)

Different locations will be available at different times of the day. There are three "idle slots" per day, morning, afternoon, evening, and then a mission.
>>
>>57638
Drug Dealer

We tooks some cocaine from the mission right? sell that shit!
>>
>>57638
Drug Dealer. Sell all our drugs.
>>
>>58307
Second
>>
>>58307
>>58443
>>58437
You travel, dressed in only your hoodie and your scarred face. You're pale enough to avoid drawing the ire of most authority figures - you look more like a nerdy, unpopular girl than a drug-addled, masked serial killer. Under your hoodie is rippled musculature built from plenty of batting practice and wanton killing, but from the outside, you look a bit like a chubby schlub. You even wear shitty Apple default headphones even though you know you can afford much more expensive ones.

You arrive at your drug dealer's den, in an apartment building in the worse part of town. You consider your relative butter-face-ness a blessing, considering you very rarely get harassed on the streets on the way to your drug dealer.

You knock on the door, knowing he'll be awake - he sleeps in the afternoon and is awake through the early morning. He's nocturnal.

"Buying or selling?"

"Selling."

"Show me what you got."

You pull the little baggie of cocaine from your pocket, and he eyes it warily. You trust him, let him pry it open so that he can give it a test himself, taking a tiny shot up his crusted nose, letting it buzz his tongue. He smacks it against the roof of his mouth, nods his head, pulls out a scale, and gets to weighing.

"I can give you 100 dollars for this. Take it or leave it."

>TAKE IT or LEAVE IT?
>>
>>60043
>Take it
>>
>>60043
>>Take it



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