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Third Heist: Prologue

  Third Heist: Prologue

  --- Joshua Durand ---

  The time had come to put his various preparations to the test, to commit his first heist of his own choice and planning rather than the choice and planning of the Malice Doc.

  He was just going to ignore the fact that his chosen target had been one of the first places the Doc suggested he rob… as well as the snarky comment he’d gotten back when informing the Doc of said heist.

  Instead he was going to focus on the final few details of this heist, namely all of the super intelligent choices that he was going to blatantly ignore because being a smart thief was not the same as being a smart Wonderlander. Otherwise he’d be robbing the mall at night, on a day after the Jr. Heroes had shown up and thus wouldn’t be there two days in a row, and using the mall’s various access tunnels to get into the back of the store without being seen.

  All of which stood in anathema to the fact that his toon self demanded that, (You must be seen! All eyes must be on you!)

  Which of course made perfect sense given how (I am the star of this show.)

  So instead of doing the smart robbery, he was going to show up in broad daylight, walk in through the front door of the mall he was currently rushing to because he’d only just gotten an alert on social media that the Jr. heroes had shown up. Though he did avoid looking at who specifically it was figuring that his improv skills would be far more entertaining to the adoring masses than whatever pre-planned puns and mischief he may have come up with.

  This tale has been unlawfully lifted from Royal Road; report any instances of this story if found elsewhere.

  (Got to keep it loose. Go with the flow. Perform in the moment.)

  That said, even if he was purposefully being an idiot to get more attention, he was not going to be a stupid idiot. Which is why he was pulling this heist a few days before his actual deadline that weekend, when if the heroes showed up they’d probably be pulling a double shift together to really milk the crowd. Something that could have gone really well for him given how he’d have twice the show to steal and was able to half-way hold his own against both Power Flight and Terraform. (Before they got serious at least…)

  At which point his ass was pretty much handed to him. (At least it was by a pair of cute girls?) (Ignoring that.)

  One on one, he was fairly sure he could handle any of the Jr. Heroes he might run into, but he was not going to risk an asskicking he didn’t have to if he could help it. (At least when it’s not extremely profitable to me at least.)

  He may not have been a stupidly greedy bastard, but he was still very much a greedy bastard, thank you.

  Otherwise he wouldn’t currently be plotting to rob a jewelry store to get as much money and mental resources as he could for him and the Cabaret. Nor would he be thinking about the best way to prioritize the acquisition of said money and resources by hitting the back storage area and breaking out first, or going in from the front and playing the crowd up from the get go. (Then again I can just grab a ton of jewels if I ignore the crowd a bit, but that might cost me a bit on my performance review…)

  And of course all of that was ignoring what had to be the most important question of this entire criminal venture! (What are we going to call this episode?)

  -Rush99999

  -Crasyone47

  -Kupo Perfidious

  And what is our episode name? (Note: I will default to [Diamonds Are Delirious] if you guys don't have anything better, but I am hearing out suggestions.)

  []-Write-In

  Oh, and because someone asked last chapter here's the current character sheet if anyone wants to see it.

  [TABS=800][SLIDE=Quests][TABS=800][SLIDE=Regular]Next Job For The Doc: Perform Your Own Heist Before Act 51.[/SLIDE]

  [SLIDE=Epic]Cartoon Cabaret: The Grand Re-Opening

  -Get the Cartoon Cabaret to a point where it can open once more.

  --Fix The Main Facilities (Act 1-Done)

  --Cartoon Cabaret: The Grand Re-Opening (Act 2)

  --To Actually open the Cartoon Cabaret we need to staff it.

  ---Hire at least 3 Boss Dreams. (1/3)

  ---Hire at least 5 Boss Dreams. (Optional)

  ---Hire at least 5 Worker Dreams. (Optional)

  [/SLIDE][/TABS][/SLIDE]

  [SLIDE=Active Events]None[/SLIDE]

  [SLIDE=Skills]

  Brawling- Lv. 5 (4/12)

  -Grants a +(Skill Lv.) to all melee unarmed combat checks.

  Drawn To Life Lv. 2 (1/6)

  --Grant a bonus to all Art skill checks and increase the power of any Wonderland Construct Joshua creates by a small amount each Rank.

  Driving- Lv. 3 (3/8)

  -Ability to drive without hitting something. (Unless you're trying to then it's the opposite.)

  Flirt Lv. 3 (0/8)

  -As a Quick Action, use Charm to try and distract an opponent, decreasing their stats for the turn.

  Mobility- Lv. 5 (0/12)

  -Grants a +(Skill Level) to all movement and mobility checks.

  Scare Tactics- Lv. 2 (1/6)

  -Determines the user's ability to inflict Fear based debuffs through either their immediate actions or preset environment.

  Slyness- Lv. 4 (1/10)

  -Grants +(Skill Level) to all checks involving keeping something hidden or determining when someone else is hiding something.

  Street Smarts- Lv. 4 (1/10)

  -Increase Tact, Guile, and Perception when in an Urban context.

  Taunt- Lv. 3 (0/8)

  -Draw a target's attention, with a chance of inflicting enraged. (Enraged increases Physical stats, but decreases Reflexive and Mental stats.)

  Thievery- Lv. 4 (2/10)

  -As swift to pick a lock as I am to pick your pocket.[/SLIDE]

  [SLIDE=Perks]Mental Conditioning (II)- Slightly increases max Focus and Mental Health each tier.

  Physical Conditioning (II)- Slightly increases max Stamina and Physical Health each tier.

  ---

  Sleight of Hand (Costs 1 Focus) Add Thievery level as a flat bonus on Stealth checks when palming, pocketing, or placing objects that are within arms length. (Includes Pickpocketing.)

  Grit Your Teeth - (Costs 1 Stamina) Reduce the damage of any incoming attack by your current Brawling level.

  [/SLIDE]

  [SLIDE=Powers]Note: These are just the powers Josh knows about, and the same rules apply as with skills.

  ---

  Ink

  Ink Production- Lv. 7 (0/16)

  -Produces (Power Level) units of Ink each turn for Ink Well.

  -Deeper Well (II)-Mildly increases max well capacity for each level.

  -Faster Production (II)- Slightly increases rate of Ink Production each Rank.

  -Ink Stained Hands: Whenever Joshua performs an unarmed crit or unarmed ability, apply a stack of [Ink Stained] to the target. (Cross: Brawling & Ink Production)

  Ink Blob- Lv. 2 (0/6)

  -Create up to [Skill Rank] Ink Blobs, each with stats based on [Skill Level] for 1 Ink each.

  Ink Blot- Lv. 3 (0/8)

  -Throw a blot of Ink at a target, within [Perception] * 2 meters that deals (X) damage to the target, may be upgraded to inflict status ailments. (X is equal to power level.) (Cost 1 Ink per Use.)

  Ink Doodles- Lv. 2 (3/6)

  -Place an Ink Doodle on a surface that can move along the surface and interact with anything touching the surface.

  -Movement range is ((Power Level) / 2)M.

  -Jump Scare (Costs 1 Ink)- Doodle performs a Jump Scare on an unaware target, inflicting [Intimidated] on them.

  Equip Ink- Lv. 5 (5/10)

  -Create a weapon of Ink that's duration is a number of attacks equal to power level * 2. (Costs 1 Ink per Equip, or weapon change.)

  -Efficient Ink Weapons (I): Increases weapon duration each rank.

  --Ink Whip- Create a whip of ink increasing the range of unmodified melee attacks and allowing multiple enemies to be hit for half damage.

  ---Ink Pull- While using Ink Whip pull one enemy within Ink Whip range into actual melee range. (Costs 1 Ink per Use.)

  --Ink Blade- Condense Equip Ink into a blade, to deal full melee damage + Power Level to a single target.

  Ink Flow- Lv. 4 (3/10) (Costs 1 Ink) Flow like the ink of reality to quickly traverse short distances or small spaces as a Quick Action.

  --Max Distance = (Ink Flow Lv. + Ink Production Lv.) * meters = 11 Meters.

  --Flowing Ink (I): For a short time after the first Joshua can use Flowing Ink up to (I) additional times at no cost.

  Ink Tags- Lv. 5 (5/12)

  -Cost 1 Ink to Tag. Grants +Power Level to all Hit, Dodge, and Detection checks involving tagged targets.

  -Current distance limit: ((2^Power Level)*2=) 32 Meters.

  -Creeping Ink (I): Tags can move ((I) * Power Level) inches from their placement point.

  -Improved Tag Distance (I): Multiplies Max tag distance by (Rank (I) = 2).

  Hole In The Wall Lv. 4 (0/10)

  -(Costs 1 Ink) Create a Hole that Joshua can pass through in any material. Depth and duration are based on skill level at a rate of 2 Inch/Min per Level. (Note: Lower Depth results in longer duration with a minimum Time of 1 Min.)

  -Lasting Hole (I) Increases the formula for Hole In The Wall's Duration, allowing you to either dig further or let the hole last longer.

  Madness

  Madness Field Lv. 4 (9/10)

  -Causes a random series of events that result in an action in exchange for ???.

  -If there is too little to work with power may inflict harm to self.

  -Domino Effect (I): Madness Field can now be chained to (I) additional target, at half of the initial effect's power.

  Toonification- Lv. 5 (6/12)

  -Toonify objects or creatures for various effects. (Ink Cost and Toonification duration vary depending on target.)

  -Standard Objects gain a Toon Duration equal to power level. (Each use of an item uses 1 duration unit.)

  -That's Not All Folks (II)- Increases Duration modifier to Power Level x 3.

  Toon Hands- Lv. 4 (0/10)

  -(Costs 1 Focus or Stamina) Add power level to the damage of any unarmed attack, power, or ability. (Note: Power or Ability must deal damage in the first place.)

  -Toon Stretch (I): Toon Hands can now reach up to (Power Level * (I)) meters away.

  Toon Time Lv. 2 (2/6)

  -(Costs 1 Focus) Through a mix of Focus and Madness dilate your perception of reality for a short time. (Add Toon Time's Lv. to any skill or power check using a Reflex stat. (Dexterity, Agility, and Perception.))

  General

  Healing Factor- Lv. 5 (1/12)

  -Increases Stamina by Power Level.

  -Increases Max PHP by an amount each level.

  -Increased Recovery Speed (I): Slightly increases recovery speed each turn per level.

  -Increased Healing Capacity (I): Raises HP per level to (+6PHP).

  Toon Enhanced Strength- Lv. 4 (0/10)

  -Adds +1 per Power Level to all Strength Checks.

  -Push The Limits: (Costs 1 Stamina) On a single Strength based action add D6 to the check/damage.

  Enhanced Acrobatics- Lv. 4 (0/10)

  -Grants a +(Power Level) to all Agility checks while performing an acrobatic feat.

  -Double Jump (Costs 1 Stamina) Re-Roll any failed Acrobatics check. (Including air dodges.)

  Dangerous Detection Lv. 2 (3/6)

  -Allows the early detection of threats in the immediate vicinity, the higher an enemy's threat level the lower the skill check for this ability to trigger. (Grants bonus to detecting Ambush or determining enemy threat level.)

  [/SLIDE]

  [SLIDE=Wonderland]Note: These are powers unlocked through the Wonderland and can only be upgraded by the wonderland.

  ---

  [TABS=800][SLIDE=Cabaret]

  Bar

  -Spirit Raising Spirits

  --Consume 1 Unit of Madness to Restore 1 Full Health State.

  Stage

  -Stage Presence

  --As long as there is an [Audience] gain a small bonus to all Social stats.

  -Slick Staging

  --As long as there is an [Audience] gain a slight bonus to all Reflex and Charm checks.

  Dining Hall

  -Increased guest satisfaction and retention once the Cabaret is Open.

  Dressing Room

  -Dressed to Impress

  --Josh can now switch between his normal clothes and his cabaret outfit.

  Kitchen

  -Cooking With Madness

  --Can turn Madness into Meals for various bonuses.

  --Meals can be eaten by visitors to the cabaret.

  Foyer

  -Can spend Madness to invite guests into your Wonderland.

  Projector

  -Cabaret Audience

  --Avery is now more aware of Joshua's adventures.

  --Passively Increases Madness gains once the Cabaret is Open.

  -Toon Reels

  --Madness Income is boosted based on total 'Shows' performed. (Current Count: 0)

  Basement

  -Basement Storage Space

  --As a standard action Joshua can store or withdraw Toonified items within the Cabaret basement.

  ---Current Space: 2/5

  --Joshua can spend Madness to push the Ink back and unlock more space or treasures hidden within the Ink.

  -Explosives Room

  --Joshua can spend 1 Madness to create an explosive that does slight damage to living targets, and extreme damage to non. (May cause temporary dismemberment in toons.)[/SLIDE]

  [SLIDE=Costumes]Cartoon Cabaret Clothing: Formal wear featuring a white dress shirt with black vest, slacks, and dress shoes.

  -Unique Ability: Stage Persona- Grants all costumes (regardless of if this item is equipped) a passive perception filter separating 'Joshua Durand' from '?????' when seen.

  Gifted Ravenous Tailcoat (Body)

  -Unique Ability: Ravenous (Madness)- This item can and will attempt to eat all Madness belonging to others, granting a +1 to all checks resisting/defending against (Madness) effects. If the check is successful, grant a random stat boost to this item for free. (Note: This boost cannot upgrade Ravenous.))

  -+2 to Defense

  -+2 Max HP

  -+2 to Stealth checks

  -+1 to Reflex checks

  Classic Toon Gloves

  -Unique Ability: Second Skin- While worn anything this item touches counts as skin contact for the purpose of the wearer's skill, abilities, and powers, even if it doesn't for others.

  Stunning Fedora (Head)

  -Unique Ability: Stunning Pose- (Costs 1 Madness of any kind.) Strike a pose and stun all units in range.

  Groucho Marx Glasses. (Head)

  -While equipped can spend 1 Madness so that until disguise is broken people will assume Joshua is an innocent bystander no matter how much the rest of his outfit stands out or if they should recognize him. Can only be triggered while 'out of sight' of any other unit. Does not work on |Alert| enemies. May |Alert| enemies sensitive to Madness.

  --Note: Enemies will remember suspicious behavior while disguised, even if they don't see through the disguise.

  [/SLIDE]

  [SLIDE="Kitchen Menu"]

  Paranoid Poppers: (Costs 1 Anxiety based Madness) If consumed before a Show/Event double the effective level of Passive Perception based skills and abilities. (I.E. Street Smarts and Dangerous Detection.)

  [/SLIDE][/TABS][/SLIDE]

  [SLIDE=Inventory]Buddy the Baseball Bat

  -Size: Standard

  -Increases Blunt damage while equipped.

  -Toonification: Can double duration cost of an action to increase swing damage, range, and knockback based on Toonification power level.

  Toon Pens

  -Size: Small

  -Turns all [Drawing] Powers and Skills into Quick Actions in exchange for doubling their Ink Cost. (Or raising it to 1 in the case of skills.)

  Toon Bandit's Bag

  -Size: Standard

  -Can fit a number of objects in the bag equal to current Toonification Level.

  -Bag will remained Toonified for a number of minutes roughly equal to Toon Duration.

  Ink Gag Flower: (Costs 1 Ink) As a quick action deal Stun damage and apply both Ink Stained and Blinded to a target in Melee range.

  [/SLIDE]

  [SLIDE=Traits]Waiter's Reflexes

  -Gain a small bonus to Dexterity and Agility when moving through crowded spaces.

  Give Me Victory or Death

  -Once you set your mind to something, the risk of death is merely an encouragement for victory rather than a fear of defeat.

  -Gain a slight bonus to Willpower that increases as Health State decreases. (I.E. Very Good = +1, Very Poor = +5.)

  [/SLIDE]

  [SLIDE=Relationships]Note: These are what Joshua thinks people think about him.

  ---

  The Cartoon Cabaret

  Avery Jones: The manager of the Cabaret, and a nervous man who just wants to see it restored to its former glory.

  -Sees Josh as his way of saving the Cabaret.

  Doodle: A sapient Doodle, and Joshua's first Dream.

  Blobby: A sapient Ink Blot.

  Fishy Friend:

  -Helped Joshua with the Museum Heist where he was made.

  Dulcinea: A fiery candy skull culinaromancer in charge of the Cabaret's kitchen.

  Home

  Christian Durand: Joshua's elder brother, owner of the Saint's Crossing, and retired hero of Santa Rosa.

  -Loves Josh but is a bit overprotective.

  -Wants him to go out and be more sociable.

  Madeline Thomas: One of Christian's high school friends who now works at the Saint's Crossing.

  -Tries to be a big sister to Josh regardless of if he wants it or not.

  School

  Annette Manning: A rough girl Josh goes to school with.

  -Their friendship is more due to mutual bullying than anything else. (But it's still important to her.)

  -He tends to get on her nerves if he spends too much time with her.

  -Her bullies are significantly worse than Josh's.

  ???

  The Malice Doctor

  -Offered Joshua what he's always wanted.

  -Doesn't actually care about Joshua beyond his experiment.

  Zylah, The Shadow Dancer

  -An agent for whatever organization the Malice Doctor works for.

  -Has a series of grudges after their first meeting.

  -Is willing to be a regular training partner with Joshua.

  The Gamer's Guild

  The GM

  -Joshua's fellow Wonderlander. (Which means something.)

  TPK

  -The GM's elder sister

  -A blood knight who loves to fight and flirt.

  Affiliation Unknown

  Cameron

  -An odd Psyhic Joshua met at a party, and proceeded to save from the Burning Man.

  [/SLIDE][/TABS][/SLIDE]

  [SLIDE=Dream Minions]

  [TABS=800]

  [SLIDE=Doodle]

  Name: Doodle

  -A doodle brought to life, Doodle while limited in mobility is capable of interacting with objects near him.

  Linked Skill: Ink Doodles

  Perks

  -Jump Scare (Costs 1 Ink)- Doodle performs a Jump Scare on an unaware target, inflicting [Intimidated] on them.

  -Horror Atmosphere (Costs 1 Focus) Stealthy. Any unit that comes within (Ink Doodle) Meters of a Doodle, will now take slight Morale damage each action until they notice him.

  (*Stealthy: If the attacker is [Hidden], target units perform an Awareness check if they fail attacker remains [Hidden].)

  [/SLIDE]

  [SLIDE=Blobby]

  Name: Blobert Blobington The Second of the Cabaret Ink Blobbingtons.

  -A sapient ink blob capable of using Ink powers

  Linked Skill: Ink Blobs

  Perks

  -Living Ink: Blobby can use any Ink Skill you have at a level equal to his current Dream Level (1) at the cost of spending his HP in place of Ink. Blobby does not receive any of Joshua's perks unless otherwise stated. (This Perk does not apply to other Ink Blobs.)

  [/SLIDE]

  [SLIDE=Dulcinea]

  Name: Dulcinea

  -A living Candy Skeleton and culinaromancer as well as the Cabaret's Chef.

  Skills

  -Culinaromancer Lv. 3: Dulcinea can bring her food to life to fight for her.

  -Pyromancy Lv. 3: Dulcinea can manipulate fire to a small degree.

  Perks

  -Speedy: Dulcinea's Turn always comes up faster in combat. Additionally, she has an increased Dodge chance.

  Resistances

  Blunt =, Slash =, Pierce =, Mind +, Spirit=

  Fire +, Frost-, Electric =, Light =, Dark =

  Skill Cards (Combat Made Simple)

  -Candy Calaveras: Dulcinea can create a handful of candy minions in combat. These minions are fragile, but scale with her Culinaromancer skill.

  -Fiery Kiss: A short range burst of Fire damage. Inflicts Burn on Crits.

  [/SLIDE]

  [/TABS][/SLIDE][/TABS]

  Heist Priorities

  


  


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