RunePunk RepoMen, Podreczniki RPG, RunePunk
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reality
A hard crew of jobbers sets out to collect
a debt. Or do they?
new home. There will be ample opportunity for the crew to catch
him alone in a dark alley. The question is will they fufill the con-
tract? Are they willing to face Mr. Johansen if they don’t?
Mr. Johansen…
The Deal
The story begins in a shadowy alley in downtown as the jobbers
get their marching orders from Mr. Johansen. The jobbers have
been hired to track down an overwrought known as the Spartan.
The overwrought is deeply in debt and Mr. Johansen is ready to
collect. He wants Spartan returned to him, preferably alive, but
he will accept a corpse as well. Mr. Johansen is very clear that all
of the overwrought’s parts must be returned. The crew has until
morning to collect. Mr. Johansen will meet up with the crew in
the alley behind Abernathy towers an hour after daybreak. He will
pay the jobbers 500 apiece for the corpse or 800 apiece if he is
brought in alive.
The Apartment
Presuming the crew has captured or at least brought along Spartan’s
body, Mr. Johansen will be great pleased. He will gladly fork over
the agreed upon price and bid the crew good day. Spartan, or his
body, will be dumped unceremoniously in a gunnysack and hauled
off by a few of the boss’ men.
If the crew gets a sudden attack of morality and decides to pass on
the deal, they will have to answer to the man. Come daybreak Mr.
Johansen and his thugs will track down the jobbers. There will be
two thugs for each character. Depending upon how things worked
out with Spartan, he may be with them or come to their aid.
Want to play this right away? Check out the
RunePunk Resources on RunePunk.com for
sample RunePunk characters, links to the
Savage Worlds
TM
Test Drive rules, and more!
The crew has to head out to the Buckleton borough where Spartan
has an apartment. A little time spent checking around (streetwise
and persuasion) will give the characters two bits of informa-
tion. One, Spartan hangs out at Rutter’s, a flywheel in the Zone
Underground (Z.U.), one borough south in Ferrington, and with
a raise they learn that Spartan used to make his money in the
BloodCircle arenas.
Rutter’s
RunePunk
TM
uses the Savage Worlds game system, available
from Great White Games. Savage Worlds, Smiling Jack, One
Sheet
TM
and all associated logos and trademarks are Copyright
2006, Great White Games. Used with permission. RunePunk
TM
and all the other nifty stuff found in this adventure is the copy-
right of Reality Blurs, 2007.
The crew makes their way to Ferrington and down into the Z.U.,
a maze of tunnels beneath the streets. Anything goes down here,
crime is rampant, and life is cheap. Rutter’s is not hard to find. It
is roaring flywheel nestled amongst several other drinking holes,
gambling joints, and brothels in a massive rail station sized corridor
a few stories underground. The crew can easily spot their mark
just inside the doors of Rutter’s. Spartan is watching the door and
keeping an eye on the crowd. A straightforward assault results
in the several of the bar’s patrons jumping into assist their friend
Spartan (two for each character). Lying in wait for the Spartan is
perhaps the safer course. Spartan sends off a few drunkards and
breaks up a fight. Near midnight his girlfriend and four children
visit him; they bring him a sack lunch.
Ambush
The Good, the Bad, & the Ugly
Spartan
A hulking brute with blue steel armor plates and a kind smile,
Spartan is one of the Overwrought, a sorcerous infusion of man
and machine. Two thick chains weave through and about his right
forearm attached to an ugly ball of twisted steel that is, in turn,
fastened to a scratched, copper plated clasp on his belt. He stands
6'8" and weighs nearly 450 pounds!
Attributes:
Agility d6, Smarts d6, Spirit d8, Strength d0, Vigor
d0
Skills:
Fighting d0, Intimidation d0, Notice d6, Shooting d8,
Streetwise d8
Spartan gets off work in the wee hours of the morning. After
his shift ends, the Spartan heads out of the Z.U. and off to Lady
Agatha’s Arms, a chapel devoted to Umbriel. This is the Spartan’s
Charisma: -
2;
Pace:
6;
Parry:
7;
Toughness:
(2)
www.realityblurs.com
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Hindrances:
Loyal, Runic Recharge
Hindrances:
Greedy, Mean
Edges:
Combat Reflexes, Armored (+2), Armaments (Wrecking
Ball)
Edges:
Level Headed, Ambidextrous, Two-Fisted, Quick Draw
Gear:
FlintFlicker Fifty (2/24/48 2d8, Shots 6), Ghostblades (2)
(Str+ AP 4, Runic)
Gear:
Wrecking Ball (Str+3, Reach 2), FlintFlicker Fifty
(2/24/48 2d8, Shots 6)
Rutter's Flywheel Patrons / Mr. Johansen’s
Grubs
Mr. Johansen
A mixed bag of factory workers, lowly bureaucratic aides, and un-
desirables are typically found in Rutter's, nursing their cans of glee
and hoping for better days. The grubs- rough, unsavory types- be-
lieve they've found a better life, finding an outlet for their pent-up
hostilities and despair in Mr. Johansen's service.
A willowy man in a black top hat, silk suit, with hard eyes, Mr.
Johansen is many things to many people- none of them nice. He
carries a matching set of ghostblades just beneath either side of
his waistcoat and is a man who enjoys provoking those about him.
When violence is imminent, he prefers to speak quietly and get in
close to his target before mixing it up. He is not a man who suffers
betrayal well, yet mocks any who speaks to him of codes of honour
or personal creeds.
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor
d6
Skills:
Fighting d6, Intimidation d6, Notice d6, Shooting d6,
Taunt d6
Attributes:
Agility d8, Smarts d0, Spirit d8, Strength d6, Vigor
d8
Charisma:
0;
Pace:
6;
Parry:
5;
Toughness:
5
Skills:
Fighting d8, Intimidation d0, Notice d8, Persuasion d6,
Shooting d0, Stealth d8, Streetwise d0, Taunt d8
Gear:
Club (Str+), Dagger (Str+)
Grubs each have a PitchPit Pistol (2/24/48, 2d6, Shots 0) as well
as the gear listed above.
Charisma:
0
; Pace:
6
; Parry:
6
; Toughness:
6
R
UNE
P
UNK
reality
Got it?
Dark steampunk fantasy.
www.runepunk.com
www.realityblurs.com
2 R
une
P
unk
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