Umbra: A Quest in Darkness

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Umbra: A Quest in Darkness



You've known about the Darkness, which some call Miasma, for as...
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Introduction

Blazinghand

O cursèd spite
Location
California

Umbra: A Quest in Darkness


You've known about the Darkness, which some call Miasma, for as long you can remember. You've always felt it at the edge of your imagination, in the fleeting moments between moments, in the corners no-one examines, behind the doors no-one opens. During the day, when the lamps flicker with more strength, the sun burns through some of the overcast and fog that chokes the city. As the day washes in, the Darkness wanes. Children play in the street, people go about their business, firm smiles are forced onto cold faces and society presses on. At dusk, though, mothers gather their children and fathers shrug their coat-collars in tighter as they hurry home. The gloomy Darkness presses down, driving men back into those places of light and warmth.

It's still safe out, at night, if you're lucky enough to live on a street where the lamps work past midnight. Most places, the streetlamps can only press back the inky blackness for an hour or two before they are snuffed. On Market or Broadway where they are densely packed, the lamps can keep the light going all night, two by two or three by three. By night, if you are out and about without a handlamp, you're best served staying as close to the city center as possible. Nothing good comes from venturing into the Darkness, handlamp or no handlamp. You'd have to be truly foolish--or truly desperate--to be out alone this late.

So why are you in this Darkness-laden alley so long after sunset?
[ ] This is just another job in a long string of jobs. You shouldn't have taken it, but something about this one tugged at your heartstrings. (+2 Savvy, +1 Reflexes, +1 Intuition, +1 Violence, -1 Ego Death)
[ ] It seems like a lifetime ago that he wronged you, but hatred like this lasts longer than that. Now that you have a chance, you won't let it slip. (+2 Body, +1 Intuition, +1 Willpower, +1 Taint, -1 Helpless)
[ ] Ever since that day, things have just gotten worse and worse. You don't want to be here, but he forced you, and you couldn't refuse. (+2 Cognition, +1 Coordination, +1 Body, +1 Helpless, -1 Isolation)
[ ] You promised her, back then. You promised, and it meant nothing, but now it's all you have left of her. You won't fail her, not this time. (+3 Willpower, +1 Reflexes, +1 Isolation, -1 Violence)
[ ] This might be your big break, one way or another. It's a tough world, and you can't let something like this slip by. (+3 Reflexes, +1 Body, +1 Taint, -1 Violence)
[ ] You have a mission, something beyond the mundane that guides you. Miasma or no, your purpose will be found here. (+2 Intuition, +2 Willpower, +1 Ego Death, -1 Taint)
[ ] You didn't mean to be here, but when you took a wrong turn, you found yourself in a district you didn't recognize in this dark city. (+3 Coordination, +2 Reflexes, -1 Intuition, +1 Helpless, -1 Isolation)

Still, despite the bad situation, you have some skills at your disposal. You're a professional, or at least have some training. Everyone does some kind of work in the city, of course. Those who don't work, don't eat. Day by day, you are a...

[ ] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver)
[ ] Journalist. Your newspaper isn't what it used to be, but you're sharp as ever. (+2 Cognition, +1 Intuition, +2 Savvy. Skill: Investigation (Lesser). Item: Press Pass.)
[ ] Legal Courier. It's tough work, but nobody knows these streets like you do. (+2 Coordination, +2 Reflexes, +3 Body. Skill: Navigation (Lesser))
[ ] Burglar. Hey, you're not proud of it! A man's gotta eat, though. (+2 Intuition, +3 Coordination. Skill: Burglary (Lesser). Item: Thief's tools.)
[ ] Policeman. You walk a beat, know your people, and protect them. (+1 Savvy, +2 Body. Skill: Firearms (Lesser). Item: Revolver. Item: Police Radio)
[ ] Author. It has been a while since your last hit novel, and you're looking for new ideas. (+2 Cognition, +1 Willpower. Skill: Fame (Lesser). Skill: Storytelling (Lesser).

More than your skills, you also brought an additional item that just may make the difference in a pinch.

[ ] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.
[ ] Switchblade. Sharp and easy to hide, this weapon could be the difference between life or death on the streets.
[ ] Mace. This spray will disable an attacker, but is limited in use. It's legal to carry, though, unlike a switchblade.
[ ] First Aid Kit. What it says on the tin. Everyone knows the basics of binding up a wound, but you need a first aid kit to do it.
[ ] Signal Flare. Lights up the area and calls the attentions of the authorities. Only one shot, though.
[ ] Portable Radio. Not as good as police radio, but good enough to listen in on or talk to other radio operators nearby.

No matter what, you'll find a way out of this, and do what you've come here to do. This, here? This is just the first step. You'll handle this situation, get out of the Darkness and accomplish your goal. It won't be pretty, but life isn't pretty. You have only yourself to rely on, as it has always been in this world for you. If you fall, there is nobody to catch you. If you fail, there will be nobody to sing the tragic verses of your tale. If you lose, your body, memories, and mind will fade into the Miasma along with everything else.

That doesn't matter.

You've found your way before, and you'll find it again, sure as your name is...

[ ] Florence
[ ] Edward
[ ] Other (Write In)
 
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Information

General information

Threads
Sufficient Velocity (Story + Voting): (link)
Spacebattles Mirror (Story + Voting): (link)

Quest Staff
Author: @Blazinghand. Blazinghand will be making one story post per week on Sunday.

Content Note
This work of fiction complies with forum rules, but also contains elements that may be unsuitable for children or adults. If you are concerned, please peruse these content notes. These notes by definition contain minor spoilers, so read at your own risk. If you feel that there should be something added to this content note, please reach out to me. These notes will err on the side of warning too much, rather than too little.
- Depictions of violence and death.
- Suggestive dialogue and descriptions
- Coarse and crude language
- Sexual situations

Voter Guide
For votes in this quest, all items will be put to an up/down vote where you can vote to approve any number of options.

For example, if we are selecting between four directional options, you could vote:

[x] West
[x] North

….and you'd show up on the list of yes-votes for both those options. The direction with the most votes will win.

Since there will be times when lots of things need to be voted on at once, you can submit a post with a lot of votes on the various ideas and sections. You can even write a plan and give it a name, in case someone might want to just vote along with your post. If the player Blazinghand does this, and names his plan "Plan Religious Tolerance" or something, they can do so by voting like this:

[x] Plan Blazinghand
Or
[x] Plan Religious Tolerance

...or by just making the same votes.
 
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Character Sheet
Character Sheet

[Basics]

Name: Edward
Age: ?

[Status]
Vigor: 100/100
Vim: 100/100
Notes: None

[Statblock]
Abilities
Cognition: 12
Intuition: 13
Coordination: 10
Reflexes: 11
Savvy: 11
Body: 12
Willpower: 11

Inhumanities
Violence 1
Isolation 1
Helpless 0
Taint 2
Ego Death 1

[Skills]
Firearms (Lesser):
You are trained and comfortable with the use of firearms. You are familiar with any guns you own and can maintain, load, and fire them without penalties.
Investigation (Lesser): You've spent enough time in the business that you know how to get to the bottom of a situation. You may make Investigation checks without penalties.

[Equipment]
Wallet:
Contains your ID, a little over a hundred bucks, and a couple business cards.
Wristwatch: Your father's watch. Now, it's yours.
Notepad: You wouldn't want to forget anything.
Pocketknife: A multitool with a 1" knife, scissors, a bottle and can opener, a screwdriver, a punch/awl, and a corkscrew.
Handlamp: A normal handlamp, the kind everyone carries around. Don't expect it to work for more than a couple hours after sunset.
Revolver: In your shoulder holster is a double-action revolver chambered for .357 Magnum. You keep it loaded, and have bullets to spare. It may be your only friend in the world tonight.
Industrial Handlamp: Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.

[Notes]
 
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System Rules
Quest System Rules


Status
Vim and Vigor are basically your character's temporary gauges. They max out at 100.

Vigor represents your body's physical ability to keep going. As you take injuries and exert yourself, you gradually lose Vigor. Vigor can be restored by resting for long periods of time, or getting medical treatment.

Vim represents your temporary ability to keep going. Sprinting, fighting, or doing mentally draining tasks will drain your Vim. Vim can be restored by taking quick breaks or having food or beverages. If your Vim falls to zero, you will need to take a longer than normal rest as you are very exhausted.


Abilities
Abilities represent the skills and strengths of your character. These will generally go up over time as character gains more strength and power. 8 is weak, 10 represents average human, 13-14 is well-trained, 18 is peak mundane human.

Cognition represents your ability to solve problems, memorize things, do math, and use logic. A character with high Cognition can quickly solve problems and remember crucial information.

Intuition represents your ability to think on the fly, synthesize new information, be aware of changing variables, and make tricky judgement calls. A character with high Intuition can guess at people's motivations and is aware of his surroundings.

Coordination represents your ability to to be graceful, nimble, and quick. This ability is used by athletes, soldiers, and fathers everywhere who toss their children into the air. A character with high Coordination can dodge attacks and is more accurate in everything he does.

Reflexes represent your ability to quickly react to a new situation, both physically and mentally. A character with high Reflexes is on the ball and rarely caught flat-footed.

Savvy represents your ability to interact socially with others and get what you want. A character with high savvy is good at getting people to like him and manipulating people.

Body represents your ability to exert physical effect. A character with a high body score can run longer, hit harder, and lift more.

Willpower represents your ability to control yourself, whether you're trying to avoid procrastination, face your fears, or throw off mind control. A character with high willpower can force himself to do things he'd rather not, and is hard to sway.


Inhumanities
Inhumanities represent how what your character has seen has impacted him negatively. These generally go up over time as your character interacts with the harsh, terrible world, but given time to process what he has seen, character will gradually reduce his inhumanities.

Violence represents your exposure to violence and the horrors associated. A character with high violence is more comfortable on the battlefield, but is also more jaded and prone to violence.

Isolation represents your social and relationship health. A character with high isolation lacks a support network, and can't reach out to others, but also doesn't have loved ones that can be held hostage.

Helpless represents your loss of resolve and grit. A character with high helpless has given up, and no longer believes in his mission.

Taint represents your character's exposure to dark supernatural forces. A character with high Taint will gain access to additional abilities, but may not be able to control them-- or himself.

Ego Death represents your character's stability of self-image. A character with high Ego Death has been absorbed into something else, and no longer discretely a character.


Ability Checks
Most ability checks are rolling 3d6 (plus or minus modifiers) and comparing to your own ability to see if you successfully rolled under it.

Some examples:

A well-liked student convincing a teacher to give him a bathroom pass would be an easy task, so you roll 3d6 vs (Savvy + 4) and see if you successfully rolled below.

Solving the daily crossword would be a moderately challenging task, so you roll 3d6 vs (Cognition + 0) and see if you successfully rolled below.

A young man trying to manhandle an industrial door open would be an impossibly hard task, you roll 3d6 vs (Body - 8) and see if you successfully rolled below.
 
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This... is interesting.

[X] You promised her, back then. You promised, and it meant nothing, but now it's all you have left of her. You won't fail her, not this time. (+3 Willpower, +1 Reflexes, +1 Isolation, -1 Violence)

[X] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver)
[X] Portable Radio. Not as good as police radio, but good enough to listen in on or talk to other radio operators nearby.
[X] Edward
 
Well, I'm back from my break. I don't think I'll be able to commit to the kind of massive updates I was cranking out in concert with @swwu when I was working on National Spirit, since a lot of my life stuff is still up in the air. I figured it would be best to start a new project more in line with Shinji Quest--second person, single PoV, shorter updates and more action. Hope everyone has fun! I'll be updated each week on Sunday night (or Monday night if things run late). Voting will usually close sometime Saturday.
 
[X] This is just another job in a long string of jobs. You shouldn't have taken it, but something about this one tugged at your heartstrings. (+2 Savvy, +1 Reflexes, +1Intuition, +1 Violence, -1 Ego Death)

[X] Policeman. You walk a beat, know your people, and protect them. (+1Savvy, +2 Body. Skill: Firearms (Lesser). Item: Revolver. Item: Police Radio)

[X] Switchblade. Sharp and easy to hide, this weapon could be the differencebetween life or death on the streets.

[X] Jack
 
I read Shinji Quest some time ago. It was quite cool. Too bad that the MC's friends were absolute assholes who ditched him at the first opportunity.

[X] You promised her, back then. You promised, and it meant nothing, but now it's all you have left of her. You won't fail her, not this time. (+3 Willpower, +1 Reflexes, +1 Isolation, -1 Violence)
[X] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver)
[X] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.
[X] Edward

Edward Carnby lives again!
 
[X] You promised her, back then. You promised, and it meant nothing, but now it's all you have left of her. You won't fail her, not this time. (+3 Willpower, +1 Reflexes, +1 Isolation, -1 Violence)
[X] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver)
[X] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.
[X] Edward
 
[X] It seems like a lifetime ago that he wronged you, but hatred like this lasts longer than that. Now that you have a chance, you won't let it slip. (+2 Body, +1 Intuition, +1 Willpower, +1 Taint, -1 Helpless)
[X] Policeman. You walk a beat, know your people, and protect them. (+1 Savvy, +2 Body. Skill: Firearms (Lesser). Item: Revolver. Item: Police Radio)
[X] Mace. This spray will disable an attacker, but is limited in use. It's legal to carry, though, unlike a switchblade.
[X] Amelia
 
[X] You have a mission, something beyond the mundane that guides you. Miasma or no, your purpose will be found here. (+2 Intuition, +2 Willpower, +1 Ego Death, -1 Taint)
[X] Journalist. Your newspaper isn't what it used to be, but you're sharp as ever. (+2 Cognition, +1 Intuition, +2 Savvy. Skill: Investigation (Lesser). Item: Press Pass.)
[X] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.
[X] Florence

A Reporter out for the Truth.
Bring light into dark places.
 
Vote Tally : Original - Umbra: A Quest in Darkness | Sufficient Velocity
##### NetTally 1.7.3.2

[3] You promised her, back then. You promised, and it meant nothing, but now it's all you have left of her. You won't fail her, not this time. (+3 Willpower, +1 Reflexes, +1 Isolation, -1 Violence)
[1] It seems like a lifetime ago that he wronged you, but hatred like this lasts longer than that. Now that you have a chance, you won't let it slip. (+2 Body, +1 Intuition, +1 Willpower, +1 Taint, -1 Helpless)
[1] You have a mission, something beyond the mundane that guides you. Miasma or no, your purpose will be found here. (+2 Intuition, +2 Willpower, +1 Ego Death, -1 Taint)
[1] This is just another job in a long string of jobs. You shouldn't have taken it, but something about this one tugged at your heartstrings. (+2 Savvy, +1 Reflexes, +1Intuition, +1 Violence, -1 Ego Death)

[3] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver)
[2] Policeman. You walk a beat, know your people, and protect them. (+1Savvy, +2 Body. Skill: Firearms (Lesser). Item: Revolver. Item: Police Radio)
[1] Journalist. Your newspaper isn't what it used to be, but you're sharp as ever. (+2 Cognition, +1 Intuition, +2 Savvy. Skill: Investigation (Lesser). Item: Press Pass.)


[3] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.
[1] Portable Radio. Not as good as police radio, but good enough to listen in on or talk to other radio operators nearby.
[1] Switchblade. Sharp and easy to hide, this weapon could be the differencebetween life or death on the streets.
[1] Mace. This spray will disable an attacker, but is limited in use. It's legal to carry, though, unlike a switchblade.


[3] Edward
[1] Jack
[1] Amelia
[1] Florence

Total No. of Voters: 6
 
In case the vote is still open
[X] It seems like a lifetime ago that he wronged you, but hatred like this lasts longer than that. Now that you have a chance, you won't let it slip. (+2 Body, +1 Intuition, +1 Willpower, +1 Taint, -1 Helpless)
This seens like the better one from a mechanical standpoint, we need tait to unlock supernatural abilities and whitout some violence we will end up barred from agressive options.
[X] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver)
[X] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.
[X] Edward
 
[X] It seems like a lifetime ago that he wronged you, but hatred like this lasts longer than that. Now that you have a chance, you won't let it slip. (+2 Body, +1 Intuition, +1 Willpower, +1 Taint, -1 Helpless)
[X] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver)
[X] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.
[X] Edward
 
[X] You promised her, back then. You promised, and it meant nothing, but now it's all you have left of her. You won't fail her, not this time.(+3 Willpower, +1 Reflexes, +1 Isolation, -1 Violence)
[X] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver)
[X] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.
[X] Edward
 
[X] You promised her, back then. You promised, and it meant nothing, but now it's all you have left of her. You won't fail her, not this time.(+3 Willpower, +1 Reflexes, +1 Isolation, -1 Violence)
[X] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver)
[X] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.
[X] Edward
 
[X] It seems like a lifetime ago that he wronged you, but hatred like this lasts longer than that. Now that you have a chance, you won't let it slip. (+2 Body, +1 Intuition, +1 Willpower, +1 Taint, -1 Helpless)
This seens like the better one from a mechanical standpoint, we need tait to unlock supernatural abilities and whitout some violence we will end up barred from agressive options.
[X] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver)
[X] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.
[X] Edward
 
Vote Tally : Original - Umbra: A Quest in Darkness | Sufficient Velocity
##### NetTally 1.7.3.2


So why are you in this Darkness-laden alley so long after sunset?
[5] You promised her, back then. You promised, and it meant nothing, but now it's all you have left of her. You won't fail her, not this time. (+3 Willpower, +1 Reflexes, +1 Isolation, -1 Violence)
[4] It seems like a lifetime ago that he wronged you, but hatred like this lasts longer than that. Now that you have a chance, you won't let it slip. (+2 Body, +1 Intuition, +1 Willpower, +1 Taint, -1 Helpless)
[2] You have a mission, something beyond the mundane that guides you. Miasma or no, your purpose will be found here. (+2 Intuition, +2 Willpower, +1 Ego Death, -1 Taint)
[1] This is just another job in a long string of jobs. You shouldn't have taken it, but something about this one tugged at your heartstrings. (+2 Savvy, +1 Reflexes, +1Intuition, +1 Violence, -1 Ego Death)

Day by day, you are a...
[8] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver)
[2] Policeman. You walk a beat, know your people, and protect them. (+1Savvy, +2 Body. Skill: Firearms (Lesser). Item: Revolver. Item: Police Radio)
[2] Journalist. Your newspaper isn't what it used to be, but you're sharp as ever. (+2 Cognition, +1 Intuition, +2 Savvy. Skill: Investigation (Lesser). Item: Press Pass.)

More than your skills, you also brought an additional item that just may make the difference in a pinch.
[9] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.
[1] Portable Radio. Not as good as police radio, but good enough to listen in on or talk to other radio operators nearby.
[1] Switchblade. Sharp and easy to hide, this weapon could be the differencebetween life or death on the streets.
[1] Mace. This spray will disable an attacker, but is limited in use. It's legal to carry, though, unlike a switchblade.

Your name is...
[8] Edward
[2] Florence
[1] Amelia
[1] Jack

Total No. of Voters: 12

Voting will close in about 24 hours, tomorrow night.
 
Approval voting, right? Fuck it. I'll go for it.

[X ] This is just another job in a long string of jobs. You shouldn't have taken it, but something about this one tugged at your heartstrings. (+2 Savvy, +1 Reflexes, +1 Intuition, +1 Violence, -1 Ego Death)
[ X] It seems like a lifetime ago that he wronged you, but hatred like this lasts longer than that. Now that you have a chance, you won't let it slip. (+2 Body, +1 Intuition, +1 Willpower, +1 Taint, -1 Helpless)
[ X] Ever since that day, things have just gotten worse and worse. You don't want to be here, but he forced you, and you couldn't refuse. (+2 Cognition, +1 Coordination, +1 Body, +1 Helpless, -1 Isolation)
[ X] This might be your big break, one way or another. It's a tough world, and you can't let something like this slip by. (+3 Reflexes, +1 Body, +1 Taint, -1 Violence)
[ X] You didn't mean to be here, but when you took a wrong turn, you found yourself in a district you didn't recognize in this dark city. (+3 Coordination, +2 Reflexes, -1 Intuition, +1 Helpless, -1 Isolation)

[X] Journalist. Your newspaper isn't what it used to be, but you're sharp as ever. (+2 Cognition, +1 Intuition, +2 Savvy. Skill: Investigation (Lesser). Item: Press Pass.)
[X] Legal Courier. It's tough work, but nobody knows these streets like you do. (+2 Coordination, +2 Reflexes, +3 Body. Skill: Navigation (Lesser))
[X] Burglar. Hey, you're not proud of it! A man's gotta eat, though. (+2 Intuition, +3 Coordination. Skill: Burglary (Lesser). Item: Thief's tools.)
[X] Author. It has been a while since your last hit novel, and you're looking for new ideas. (+2 Cognition, +1 Willpower. Skill: Fame (Lesser). Skill: Storytelling (Lesser).

[X ] Switchblade. Sharp and easy to hide, this weapon could be the difference between life or death on the streets.
[X] First Aid Kit. What it says on the tin. Everyone knows the basics of binding up a wound, but you need a first aid kit to do it.
[X] Signal Flare. Lights up the area and calls the attentions of the authorities. Only one shot, though.
[X] Portable Radio. Not as good as police radio, but good enough to listen in on or talk to other radio operators nearby.


[X] Florence
[X] Amelia
[X] Mei
[X] Waldo
[X] Honor
 
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Vote Tally : Original - Umbra: A Quest in Darkness | Sufficient Velocity
##### NetTally 1.7.3.2

[5] You promised her, back then. You promised, and it meant nothing, but now it's all you have left of her. You won't fail her, not this time. (+3 Willpower, +1 Reflexes, +1 Isolation, -1 Violence)
[5] It seems like a lifetime ago that he wronged you, but hatred like this lasts longer than that. Now that you have a chance, you won't let it slip. (+2 Body, +1 Intuition, +1 Willpower, +1 Taint, -1 Helpless)
[2] This is just another job in a long string of jobs. You shouldn't have taken it, but something about this one tugged at your heartstrings. (+2 Savvy, +1 Reflexes, +1Intuition, +1 Violence, -1 Ego Death)
[2] You have a mission, something beyond the mundane that guides you. Miasma or no, your purpose will be found here. (+2 Intuition, +2 Willpower, +1 Ego Death, -1 Taint)
[1] Ever since that day, things have just gotten worse and worse. You don't want to be here, but he forced you, and you couldn't refuse. (+2 Cognition, +1 Coordination, +1 Body, +1 Helpless, -1 Isolation)
[1] This might be your big break, one way or another. It's a tough world, and you can't let something like this slip by. (+3 Reflexes, +1 Body, +1 Taint, -1 Violence)
[1] You didn't mean to be here, but when you took a wrong turn, you found yourself in a district you didn't recognize in this dark city. (+3 Coordination, +2 Reflexes, -1 Intuition, +1 Helpless, -1 Isolation)

[8] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver)
[3] Journalist. Your newspaper isn't what it used to be, but you're sharp as ever. (+2 Cognition, +1 Intuition, +2 Savvy. Skill: Investigation (Lesser). Item: Press Pass.)
[2] Policeman. You walk a beat, know your people, and protect them. (+1Savvy, +2 Body. Skill: Firearms (Lesser). Item: Revolver. Item: Police Radio)
[1] Legal Courier. It's tough work, but nobody knows these streets like you do. (+2 Coordination, +2 Reflexes, +3 Body. Skill: Navigation (Lesser))
[1] Burglar. Hey, you're not proud of it! A man's gotta eat, though. (+2 Intuition, +3 Coordination. Skill: Burglary (Lesser). Item: Thief's tools.)
[1] Author. It has been a while since your last hit novel, and you're looking for new ideas. (+2 Cognition, +1 Willpower. Skill: Fame (Lesser). Skill: Storytelling (Lesser).

[9] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.
[2] Portable Radio. Not as good as police radio, but good enough to listen in on or talk to other radio operators nearby.
[2] Switchblade. Sharp and easy to hide, this weapon could be the differencebetween life or death on the streets.
[1] Mace. This spray will disable an attacker, but is limited in use. It's legal to carry, though, unlike a switchblade.
[1] First Aid Kit. What it says on the tin. Everyone knows the basics of binding up a wound, but you need a first aid kit to do it.
[1] Signal Flare. Lights up the area and calls the attentions of the authorities. Only one shot, though.

[8] Edward
[3] Florence
[2] Amelia
[1] Jack
[1] Mei
[1] Waldo
[1] Honor

Total No. of Voters: 13
 
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[X] It seems like a lifetime ago that he wronged you, but hatred like this lasts longer than that. Now that you have a chance, you won't let it slip. (+2 Body, +1 Intuition, +1 Willpower, +1 Taint, -1 Helpless)

[X] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver) Spoiler: Voters

[X] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least

[X] Florence
 
[X] This is just another job in a long string of jobs. You shouldn't have taken it, but something about this one tugged at your heartstrings. (+2 Savvy, +1 Reflexes, +1Intuition, +1 Violence, -1 Ego Death)
[X] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver)
[X] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.
[X] Edward
 
Voting is closed!

The choices that won:

So why are you in this Darkness-laden alley so long after sunset?
[X] It seems like a lifetime ago that he wronged you, but hatred like this lasts longer than that. Now that you have a chance, you won't let it slip. (+2 Body, +1 Intuition, +1 Willpower, +1 Taint, -1 Helpless)

Day by day, you are a...

[X] Private Detective. It's not an easy living, being a private eye, but the pay's good. (+1 Cognition, +1 Intuition, +1 Reflexes. Skill: Firearms (Lesser). Skill: Investigation (Lesser). Item: Revolver)

More than your skills, you also brought an additional item that just may make the difference in a pinch.

[X] Industrial Handlamp. Unlike a typical portable handlamp, this baby is guaranteed to work at any time, driving back the Miasma even after midnight--for a while, at least.

Your name is...
[X] Edward

And update will go out in about 48-96 hours. Thanks for voting, everyone!

Update: Next update will go up in about 2 hours from this edit.
 
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