1 - 3 Making Friends and Eliminating Enemies
General Summary
Time to Party
To celebrate the new alliances that have been established in southern Back of the Yards, the Five Four throw a party at their headquarters. Invited are the Insane Cornell Boys, the Five Fives and the Southside Sinners.The crew takes in the party and generally has a good time. Slicks spends his time at the blackjack table and Charlie tries to steal everything that isn't nailed down, in the process learning a bit about Chris's business processes finding the IDs for the women that have 'agreed' to work for him. Jesse forms the beginning of a relationship with Billy, the head of the ICB and a sadistic sex freak and Shillelagh picks a fight that ends up being a little more than he thought it would be. After Chris blinds a man with a cigarette butt for disrespecting one of his cats, Charlie declares all out war on the Iron (or is it steel?) workers and helps one of them get run out of the party.
Later in the evening, there is a summit held in the basement as the crews discuss business and aggreements. The Sinners pick up a few interesting pieces of information during these discussions:
- Billy is having some internal turmoil in his crew but assures everyone that it is being dealt with
- The Five Four continues to have issues with the Halsted Boys but Billy tells them to back off - he will handle it
- ICB and the 55s have some lucrative deal that both sides are very anxious to keep running smoothly
Just Some Good 'ol Boys Action
The crew decides the first order of business is to cash in on Billy's contract on Stan. While Jesse does some intel, Slicks secures a van and the crew preps. Stan puts up a bit of a fight, but the crew gets him into the van just as the cops arrive. Slicks does some fancy driving as Luts almost blows them up making sure to time things just right - so right that there are flying cop cars and an incredible crash as the crew drives off into the back streets. They deliver Stan to Billy, get rid of the van and meet back at the hideout. The days go by as the Clovers are slowly eliminated. Bodies are discovered, some will never be. But in the end there is one less gang in the Back of the Yards. Their final act of retribution was to completely vandalize the Southside Sinners garage. They cover it in graffiti that is graphic and vulgar and brings some unwanted attention from the citizens in the neighborhood. Then, they top it off by covering it with an obscene amount of filth and offal they get from the stockyards. By the time the Sinners get there, the place reeks and is teeming with flys and maggots. It is revolting and disgusting and again, the looks they are getting from the folks along the block is a little unsettling.
A New Claim
Per the agreement with ICB, the crew moves into Sherman Park, evicting the ghosts that haunt the place and setting up a trap house operation.
In Other News
The crew learns that whomever took a swing at Joe Bagels, it was not the Outfit or a 'meatball thing'. It seems the unthinkable happened: someone outside the Outfit tried to eliminate Joe Bagels. The implications are chilling and the reprocussions could be devastating. One can almost feel the tension in the neighborhood rising.
Rewards Granted
+1 Crew Advance
Created Content
Det. McGillicuddy
Notes
Updates:
Rules Clarifications
Combat
Armor & ResistanceScores
No planning! None of us, no planning anyone! Jump in!Flashbacks
Spooky Stuff
Attunement is a state. You can either be "in attunment" or "not in attunement". Attunement requires concentration and effort and the state can be lost. (i.e. a 'consequence' could be you get ghost smacked and lose attunement and will need to attempt to re-attune next turn)One can interact with spirits whether you are in attunement or not. However, if you want any chance of not being on the losing end of that, you should be attuned. Some spirits, at least the ones your character will likely be dealing with, have the ability to shift into and out of our realm. If you are not in attunement, it is effortless for them to shift into our realm, cause you great pain and suffering and then shift back to the spirit realm leaving you no recourse. When you are in attunement, you are able to see and interact directly with the spirit field, essentially not allowing the spirit to escape from you.
Interacting with spirits requires concentration and effort. In order to 'trap' a spirit, first it must be held. Holding a spirit requires very focused concetration. Therefore, you can't hold a spirit and do something else - holding the spirit requires everything you've got. Trapping a spirit is also a taxing effort. Again, you can't do anything else while you are attempting to trap a spirit.