-- So, they say things are going south back home, eh? -- Joe began the conversation, tipsy and smirking, leaning back in his chair.
-- "Home"? What difference does it make, we have nothing to do with that country anymore.
-- No, but think about it, how arrogant this Sonata is! Does she really think she can just send an army and get whatever she wants without considering anything? Maybe the rumors are true, that she has no right to power.-- Joe wouldn't let it go. The company drew disapproving looks from other tavern patrons, but no one dared enter into an open conflict with the gang.
-- And what, did we do things differently? We got ours by taking from others simply because we could. That's just how it works. Might makes right.
-- This is different.
-- It's the same thing.
-- Sonata is still a real b*tch, -- One-Eye spoke up. -- We could have made a killing on bets. But no, those degenerates with their "principles" intervened. And there's no such thing as too much money.
-- No matter, I'll think of something; we are in the land of opportunity, ha-ha!
_______
-- Do you mind? – without waiting for an answer, a man with a mug of beer in his hand took the empty seat at the table. In the gloom of the tavern, his face, hidden by a hood, could not be seen.
-- We don't mind.
-- Thank you. You aren't locals, are you?
-- Something like that. Areidians, chasing a better life.
-- Just as I suspected. You know, I happened to overhear your conversation. It seems you aren't fond of the current power and you need work... For people like you, I have an interesting proposal, a proposal that is hard to refuse. But it will be rather dirty work.
-- Sounds good already, -- One-Eye grinned.
-- I'm listening.
-- Well, -- the stranger looked around, checking if any outsiders were listening. – There is a man in this city whose activities are very disliked by a certain circle of people. So disliked that they would be very happy if something fatal happened to him. Arranging it is easier than it seems: his only protection is doors and windows. I believe you have experience in such matters.
-- What's the pay?
-- His property will serve as your payment. However, we are ready to pay a bit extra. Well, do you agree?
-- We agree, -- the Areidians answered in an untuned, quiet chorus.
-- I knew we'd reach an agreement! – the stranger smiled and took another sip of beer. – One more nuance: it must be done so that it looks... natural. Well, a botched burglary that turned into a homicide, suicide—though that's not very... well, in short, you figure it out yourselves. When the job is done, I will find you myself. Listen to the address...
The next night, the gang stood before the named house.
-- Well, how are we doing this? Stage a botched robbery?
-- I have a better idea, -- One-Eye smirked predatorily.
-- Fine, first we need to get inside; this prick should be fast asleep by now.
They had to fiddle with the lock for a while, but after a few minutes, it finally gave way. The trio stepped into the darkness of the house. The target, a man in his fifties, slept peacefully, unaware that this day would be his last. A started bottle of alcohol stood on the nightstand by the bed.
-- It seems my plan has undergone some additions, -- One-Eye whispered.
After tying up the victim and searching all the closets for money, the gang proceeded to execute One-Eye's plan.
-- Hm, -- Jack said, tasting the contents of the bottle. – It would be a sin to waste this on dead men. One-Eye, didn't you buy some moonshine too?
-- Yeah. Alright, let's go.
Leaning the bound man against the back of a chair, they woke the victim with a slap and tilted his head back. One-Eye opened the moonshine and began pouring it into the victim's mouth, periodically pinching his nose to force him to swallow the foul brew while his comrades held his head still. The unfortunate man tried to grunt something, but only choked further on alcohol mixed with his own vomit, eyes rolling wildly. Finally, his body went limp, and he passed out. Jack poured out the remaining moonshine and filled it with the contents of another bottle. One final touch remained: he lit a lamp and knocked it over onto the floor. Hurriedly leaving the burning building, the bandits locked it from the outside with the stolen key.
-- One-Eye, you're a fucking genius!
-- What's so great about it? Got drunk, knocked over a lamp, couldn't get far on drunken legs. It wasn't hard to come up with.
-- Yes. What an instructive and tragically absurd story! – Jack said sarcastically, and all three burst into laughter.
* * *
-- Wonderful, simply wonderful! – the stranger from the tavern shook hands with each member of the gang in turn. – I wouldn't have thought of that myself. Judging by the news, it didn't occur to anyone that this was a premeditated murder. As I said, you are due a monetary reward from the organization. By the way... I think we'll see each other again. And perhaps, in time, you will become full members of our movement. Until next time.
* * *
The stranger did not lie – after another assignment, the gang was indeed offered to join the ranks of an organization "with the noblest goals, but currently outside the law," and "whose secrets they cannot yet be fully initiated into."
-- We need to think this over, -- Jack addressed his subordinates. – I'd say that so far everything has been very profitable for us, and if we refuse, we risk missing out on the loot. As for problems with the law... We ALREADY have problems with the law; we always have and always will. The grave corrects the crooked.
-- They have money, they have work that suits us. I see no reason to refuse. This is our only option to live in this country, -- Joe reasoned.
-- I don't like them. Something is wrong with them, all these tales of theirs about noble goals, -- One-Eye sighed. – Call me a bore, but I'm telling you: they are dangerous types and it won't be easy to shake them off. I can smell it.
-- You're right, old man, they have quirks. But on the other hand – why not take the risk? After all, nothing ventured, nothing gained! It looks like a dangerous adventure, but don't we love dangerous adventures? – seeing how his comrades' eyes lit up, Jack concluded: -- So, today we inform them of our consent.
* * *
The Areidians were led to one of the organization's headquarters, located far from the capital and other large cities. In an atmosphere of friendly conversation, they were explained the principles and goals of the faction, who the Ideal Prince is, and how noble his ideas and those of the organization are. The bandits nodded along with intelligent looks. Perhaps if they didn't give a deep damn about the fate of the Empire, the atmosphere of patriotism and the cult of tradition and honor might have moved them.
* * *
Time dragged on. Over the past couple of years, the Areidians concluded that they had made the right choice. One could even say that being members of the "Liberation Front" reminded them in their own way of the happy times when they were in Mark's gang. The atmosphere of camaraderie, easy money, interesting assignments -- this was perhaps the best they could hope for in this country. They grew used to putting up with the pomposity, ideals, principles, and cult of personality, and Joe, a bandit not yet sufficiently corrupted by that life, even became somewhat inspired by the high ideals. His older comrades, though they longingly remembered their former freedom and permissiveness, accepted with heavy hearts the fact that the world is changing and you either take the side of someone strong or are trampled with your ideas of defiance to the world, independence, and individualism; nonetheless, they found advantages in the current state of affairs. Jack was pleased with the money, and the assignments awakened excitement and interest in him; One-Eye added to this the opportunity to realize a long-buried dream from his youth: to master the art of sword fighting. Only one thing sometimes clouded their thoughts in this almost happy life: they were starting to grow old, and life was simply passing by. In Areid, they never thought about this, perhaps because survival was the primary question then, or perhaps because people don't live to old age in Areid. Meeting old age in the Empire was, in their case, an extremely unattractive idea, no matter how generous the rewards promised to all faction members were. Perhaps when the group fulfills its task or, conversely, is finally suppressed, they will try their luck in foreign lands and once again taste a simple, free life without kings, politics, and unnecessary ideals, but not now. For now, the gang has returned to the capital for a new assignment.
Jack
Origin: Areid (-50 XP. No starting money. Access to "Gang" skills)
Characteristics:
Strength -- 15
Intelligence -- 5
Will -- 10
Dexterity -- 27 (+5)
Perception -- 27
Wisdom -- 7
Charisma -- 10
Skills:
Scout
+2 to stealth for each unit of dexterity
+2 to speed
- Silent Kill
A stealthy attack on enemies who fail a perception check kills them (melee bladed weapons only). Stealthy ranged attacks deal fivefold damage.
Swindler
+5 to dexterity
- Lockpicker
The character can pick locks.
Gang
Leader: subordinate allies of Areid origin receive a +5 bonus to accuracy, dexterity, and initiative for each member of the group of Areid origin (maximum 25).
- Shooter
Shooting skill (revolver) and 1 SP towards it.
Faction:
Empire Liberation Front: Additional perk
Conviction:
Nihilism: +1 HP, 25% chance to avoid death after the end of combat.
Perks:
Gambling own: The character can reroll a result in gambling games, +44892 rumium, +21 XP
Creativity: +1 HP
Inventory: pistol, ammo, rapier, lockpicks, cloak with mask and hood, money
One-Eye
Seasoned Comrade
Characteristics:
Strength -- 18
Intelligence -- 5
Will -- 7
Dexterity -- 20
Perception -- 18
Wisdom -- 7
Charisma -- 5
Skills:
Scout
+2 to stealth for each unit of dexterity
+2 to speed
- Silent Kill
A stealthy attack on enemies who fail a perception check kills them (melee bladed weapons only). Stealthy ranged attacks deal fivefold damage.
One-Handed Weapon
+1 to accuracy for each unit of perception.
- Light Step
+1 to evasion for each unit of dexterity. - Movement Speed
+1 additional attack.
Conviction:
Nihilism: +1 HP, 25% chance to avoid death after the end of combat.
Perk:
Physical Strength:
+10 health for each unit of strength
+1% melee damage for each unit of strength
+1 to evasion for each unit of dexterity
Inventory: one-handed sword, pistol, ammo, knife, leather armor, pipe and tobacco
Joe
Shooter
Characteristics:
Strength -- 16
Intelligence -- 5
Will -- 8
Dexterity -- 12
Perception -- 28
Wisdom -- 5
Charisma -- 6
Revolver
Critical damage chance +20%
- Eagle Eye
+(perception)% damage.
+50% to accuracy.
Inventory: revolver, ammo, light armor, short sword
e si ieu muoir, er mi grans deliuriers