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LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
U of R Locker Rooms

The locker rooms of the University's gym were relatively simple to slip into - you needed a working badge to access the main doors at night, of course, but relatively no one paid any attention as the somewhat overdressed, somewhat grungy Mekhet slipped in quietly as someone was leaving.

The lockers, of course, were a different matter since most of them were shut up tight with rudamentary locks. Of course, Amber was prepared for such things, and, aside from the sound of someone rinsing off in the showers around the corner, the room was empty. She could either wait and see if she can get a moment to pick a lock, or try for it now and risk being spotted.


Outside the Old Kodak Buildings

Once upon a time, Kodak made Rochester a booming town. The fingerprint of it is still felt all over downtown: the George Eastman House, the Eastman-Kodak school of music, even digital cameras were an invention of the Kodak company to begin with.

Unfortunately for Kodak, they always assumed that digital photography would go nowhere. So, when that was proven false, the company eventually collapsed. In a lot of ways, so did Rochester, along with it.

It's fitting that the remnants of the company that, in a lot of ways, made Rochester, was still standing, still mostly unoccupied. A rotting corpse, a reminder of the price of failing to adapt to the times.

The old offices was the address that Abramo had given Leo, and that that Daeva had proceeded to give a few homeless men in exchange for the promise of some money that would likely get used for booze, drugs, or other worthless pursuits.

The problem with the location, of course, is it was a lot of space, and a lot of it, moldering and decayed, created an oppressive, labyrinthine atmosphere. Leo would find it more suiting to a Malkavian or a Nosferatu's lair, rather than a Ventrue, but he supposed that Abramo likely didn't keep Haven here - rather that he'd set a possible confrontation somewhere outside of his own particular sphere of influence.

While a couple of the offices had been repurposed and re-appropriated by other businesses, none would be open this late...roughly 2 am by Jansen's count - yet one of the men he had hired reported there was an entire floor, the sixth, with the lights on, and classical sounding music emanating from behind one of the doors.

The man wasn't about to go up there and check and see himself, though, but he did expect to be paid for the information.

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Valhawk
Dec 15, 2007

EXCEED CHARGE
Leo Jansen - A Safe Distance from the Old Kodak Buildings

Leo was perfectly willing to pay the man, and pulled out the cash. Before he did however, he looked the man over. Leo was always on the lookout for recruits, and Olof had started out as little more than a bum. This man might also be a hidden gem, and he had certainly completed his mission. Either way, it didn't cost Leo anything to be sure. As he counts out the bills, Leo turns up the charm and begins to ask the man some questions about himself.

Wits + Investigate = 3d to size the bum up, and Presence + *Persuasion + Striking Looks + Awe 10d(9-again) to try and get him to start talking about himself. Also, paying him what was promised.

Valhawk fucked around with this message at 18:59 on Sep 10, 2014

Zephonith
Jun 25, 2008

Maybe if I actually played Mafia, I'd get a better gift from my Mafia Secret Santa. :(
Amber Holloway - U of R Locker Rooms WP: 5/5 BP: 6/10

Amber looks around the empty locker room. She's always thought it was dumb that people pay money to run on the spot for an hour, but at least now it's working in her favor. The sound of the shower gives her some pause, but she creeps over to the lockers anyway. Keeping an ear out in case the shower stops running, she takes a quick look at each one in turn, looking for something that looks well used and quick and easy to pick. Or even one which could be twisted right off. She just wants to get out of these stupid loving shoes.

Turning on Obfuscate 1 to look like she belongs there. Looking for an easily picked lock, then opening it - Wits 4 + Larceny 4 = 8 dice. Sleight of Hand merit might apply.

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