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2929. Union City, a sprawling megalopolis bathed in eternal moonlight. Located on the dark side...
Character Sheets
John McCormick, Sleuth
History and Basic Information
Handedness: Right
Human?: Yes
Origin: Downtrodden
Education: PhD
The War: Home Front
Politics: Apolitical
Ambition: Fortune
Motivation: Responsibility
Vice: Greed
Virtue: Patience
Lifestyle
Class 2
Career: Law (Bureaucracy)
Residence: Apartment
Transportation: Walking
Base Expenses: $8 (Living Expenses)+$5 (Apartment Rent)
Base Income: $0
Net Income: -$13
Current Bank Balance: $80
Stats
Grit: 2
Fisticuffs: 1
Steadiness: 2
Derring Do: 2
Intelligence: 3
Dexterity: 0
Sleuthiness: 2
Covertness: 2
Slickness: 0
Stature: 2
Connections: 1
Contacts: 1

Hardiness: 4
Vitality: 10

Sharpness: 5
Endurance: 11

Resolve: 4
Resilience: 8

Intuition: 6
Augmentation
Replacement Left Hand - No Modifications
Traits and Perks
Traits:
Wanted: John committed several major crimes when he was younger. His current identity was never explicitly connected to that of the perpetrator, but if the police ever find out he'll be in very serious trouble.
Gut Feeling: John has twice his base Sleuthiness for Intuition.
Burst of Insight: If John uses Intuition to identify a guilty party or unknown person during a case, he immediately resets his Intuition points.
Soft: John is unused to hard physical labour or exertion (the result of 8 years of university life!). If he needs to make any Physical skill checks in Downtime, he is at -1, and he removes 1 less Strikes per week.

Perks:
Aim High: Each turn, John can reroll one hit location and pick either.
Centre Mass: When using ranged weapons, John can move a hit location one up or one down towards the middle of the chart.
Maintenance Freak: Add +2 to the result when rolling for a misfire. On a result greater than 10, resolve the original attack: the weapon does not misfire.
Patient: John can continue to aim a weapon after the first turn he aims it to get a greater aim bonus. This additional aim bonus is capped at a value of +3.
One of those Faces: Crowds offer +4 to stealthy movement, instead of +2.
Just a Hunch: John gets +2 Intuition Points.
Language: A Language perk represents being able to read and write fluently in a particular language, as well as if it was your native language.
Languages John knows:
Anglic
Knowledge: The Knowledge perk represents the fact that John has particularly in-depth knowledge about a certain field. Whenever John has to make an Intelligence skill check, he can get +1 to his roll if he has a related Knowledge perk.
List of Knowledge Perks John has:
Union City Law
Criminal Law
Debating
Forensics
Mathematics
Frugal: John is very good at not spending money he doesn't have to spend. Half of what he spends on living expenses every week is saved instead and added to next week's income.
Networking: This perk represents John having contacts or connections with a particular subsection of the population. This will give him +1 to Connections, Contacts or Class rolls related to these areas.
List of Networking Perks John has:
Union City Military
Organised Crime
Gunrunning
Inventory

Coolstone Revolver
Small Detective Kit
Day Wear
Overcoat
Belt Holster
5 x 1M Compact Ammo (.38)



Isaac Bolt, Rat
Lifestyle
Class 1
Career: Crime
Residence: Rundown Apartment
Transportation: Walking
Base Expenses: $5 (Living Expenses)+$2 (Apartment Rent)
Base Income: $0
Net Income: -$7
Current Bank Balance: $50
Stats
Grit: 1
Fisticuffs: 1
Steadiness: 0
Derring Do: 3
Intelligence: 0
Dexterity: 3
Sleuthiness: 1
Covertness: 3
Slickness: 3
Stature: 1
Connections: 0
Contacts: 2

Hardiness: 2
Vitality: 9

Sharpness: 1
Endurance: 8

Resolve: 2
Resilience: 7

Intuition: 3
Traits and Perks
Traits:
Wanted: Isaac is wanted for a past major crime. The police never found out his identity, but be careful.
Born Lucky: This is one lucky servo. Or maybe he's just that good at cards. When taking part in a game of chance in game, you can reroll the dice for the result
Knows a Guy: At any point when interacting with a person,, Isaac can pay one Intuition point to retroactively become an acquaintance of that person. You don't get to decide how amicable the relationship is, however.
Addicted (White Noise Tapes): Isaac just can't do without them, even though they can be a drain on finances at times. Every week he has to spend 1d10 dollars on his addiction, or take 1d5 stress points.

Perks:
Duck and Weave: Isaac is pretty practiced when it comes to moving in an unpredictable fashion. He is at +1 difficulty to hit after he has moved.
Urban Runner: Isaac treats fences, pipes and other climbable urban features as ladders for the purposes of climbing.
They Never Look Up: When above an enemy, gain +1 to your stealth rating.
Just a Hunch: Isaac gets +2 Intuition Points.
Language: A Language perk represents being able to read and write fluently in a particular language, as well as if it was your native language.
Languages Isaac knows:
Anglic
Turing
Wait a Minute: Isaac can pay 1 Intuition Point to succeed at any sort of ruse. The person tricked will realise once Isaac is out of the room.
Quick Thinker: Isaac gets +1 to Arguments rolls when on the defensive.
Knowledge: The Knowledge perk represents the fact that Isaac has particularly in-depth knowledge about a certain field. Whenever Isaac has to make an Intelligence skill check, he can get +1 to his roll if he has a related Knowledge perk.
List of Knowledge Perks Isaac has:
Underworld Slang
Vitelian War
Frugal: Isaac is generally very good at not spending money he doesn't have to spend. Half of what he spends on living expenses every week is saved instead and added to next week's income.
Networking: This perk represents Isaac having contacts or connections with a particular subsection of the population. This will give him +1 to Connections, Contacts or Class rolls related to these areas.
List of Networking Perks Isaac has
Smuggling
Servo Gangs
Inventory
Day Wear
 
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