User:Victor Bearwolf/Electric Sheep 2
From Game Logs
A little GURPS experiment with Qwen2.5-Max.
- Stozu:
- Hello! What tabletop RPG system do you know the best?
- Qwen:
- Hello! I’m familiar with a variety of tabletop RPG systems, but I have the most comprehensive knowledge of Dungeons & Dragons 5th Edition (D&D 5e). It’s one of the most popular and widely played systems, and I can help with rules, character creation, world-building, adventure design, and more for D&D 5e.
- That said, I also have a good understanding of other systems like:
- Pathfinder (both 1st and 2nd editions)
- Call of Cthulhu (especially 7th edition)
- Savage Worlds
- FATE
- GURPS (Generic Universal RolePlaying System)
- Shadowrun (various editions)
- Blades in the Dark
- Powered by the Apocalypse (PbtA) games like *Apocalypse World* and *Dungeon World*
- If you’re looking for help with a specific system, just let me know, and I’ll do my best to assist you! Whether it’s mechanics, advice on running games, or creating content, I’m here to help. What are you playing or interested in?
- Stozu:
- I'll keep that in mind. As for now, let's try GURPS 4th Edition!
- Qwen:
- Great choice! GURPS 4th Edition (Generic Universal RolePlaying System) is an incredibly versatile and detailed system that allows you to run games in virtually any setting, from high fantasy to hard sci-fi, historical drama, or even weird horror. It’s known for its flexibility, granularity, and emphasis on character customization. Whether you're looking to simulate realistic physics or create a highly cinematic experience, GURPS can handle it.
- Let’s dive into the basics of GURPS 4th Edition and get you started!
- Core Mechanics
- GURPS revolves around a simple but flexible mechanic: roll 3d6 under a target number. The most common roll is against an attribute or skill level, which represents how good your character is at a particular task.
- Attributes: GURPS has four primary attributes:
- Strength (ST): Physical power and endurance.
- Dexterity (DX): Agility, coordination, and manual dexterity.
- Intelligence (IQ): Mental acuity, perception, and problem-solving.
- Health (HT): Stamina, resistance to disease, and overall toughness.
- Attributes typically range from 1 (terrible) to 20+ (superhuman), with 10 being average for humans. Each attribute costs points during character creation, and higher attributes are more expensive.
- Skills: Skills represent specific abilities, such as sword fighting, lockpicking, or diplomacy. They are based on one of the four attributes and have their own levels, which are also rolled against using 3d6.
- Success Rolls: To succeed at a task, you roll 3d6 and try to roll equal to or less than the relevant attribute or skill level. Rolling a 3–4 is always a critical success, while rolling a 17–18 is always a critical failure.
- Character Creation
- GURPS uses a point-based system for character creation, which allows for a high degree of customization. You start with a pool of points (usually 100–150 points for standard campaigns, though cinematic campaigns may use more). These points are spent on attributes, skills, advantages, and disadvantages.
- Key Components of Character Creation:
- Attributes: Start by assigning points to your four primary attributes (ST, DX, IQ, HT). Increasing an attribute costs more points the higher it goes (e.g., raising ST from 10 to 11 costs fewer points than raising it from 14 to 15).
- Advantages: These are special abilities or perks that give your character an edge. Examples include:
- Combat Reflexes: +1 to initiative and improved defenses.
- Wealth: Your character starts with more money.
- Magery: Allows your character to cast spells (if magic is part of the setting).
- Enhanced Strength: Gives you extra lifting capacity or damage.
- Disadvantages: To gain extra points for character creation, you can take disadvantages, which impose limitations on your character. Examples include:
- Code of Honor: Your character adheres to a strict moral code.
- Phobia: Your character has an irrational fear (e.g., spiders, heights).
- Bad Temper: Your character has difficulty controlling their anger.
- Skills: Skills are purchased with points and represent your character's learned abilities. Skills are tied to one of the four attributes and cost more points if they’re based on a higher attribute. For example:
- Broadsword (based on DX): Skill for wielding a broadsword.
- Stealth (based on DX): Skill for moving quietly.
- Diplomacy (based on IQ): Skill for negotiating or persuading others.
- Equipment: GURPS provides detailed rules for purchasing equipment, including weapons, armor, vehicles, and mundane items like clothing and tools. Equipment is bought with starting wealth, which is determined by your Wealth advantage (or disadvantage).
- Gameplay Basics
- Once characters are created, gameplay revolves around resolving actions through skill checks, combat, and roleplaying. Here’s a quick overview:
- Task Resolution
- Most actions in GURPS are resolved by rolling 3d6 against a relevant skill or attribute. For example:
- Climbing a wall might require a Climbing skill check.
- Persuading someone might require a Diplomacy or Fast-Talk skill check.
- Dodging an attack in combat requires a Defense roll (based on DX or certain combat skills).
- Modifiers can be applied to rolls based on the situation. For example:
- Trying to pick a lock in complete darkness might impose a -4 penalty to the Lockpicking skill.
- Having a steady hand might give you a +2 bonus to a Surgery skill check.
- Combat
- GURPS combat is highly tactical and detailed, making it ideal for players who enjoy realism and strategy. Key elements include:
- Turns: Combat occurs in 1-second turns, allowing for precise timing of actions.
- Actions: On your turn, you can perform one maneuver (e.g., attack, move, aim, defend).
- Hit Locations: You can target specific body parts (e.g., head, arms, legs), each with its own hit penalty and effect.
- Damage: Damage is calculated based on weapon stats and modified by armor. Characters have Hit Points (HP), and losing them can lead to injury or death.
- Defenses: Characters can attempt to dodge, parry, or block attacks. Defense rolls are based on DX or relevant combat skills.
- Injury and Recovery
- GURPS has a detailed system for tracking injuries, fatigue, and recovery:
- Hit Points (HP): Losing HP represents physical damage. Dropping to 0 HP results in unconsciousness, and negative HP can lead to death.
- Fatigue Points (FP): Represent stamina and energy. FP is lost from strenuous activities, spellcasting, or environmental effects.
- Healing: Natural healing occurs over time, and medical skills can speed up recovery.
- Settings and Genres
- One of GURPS’ greatest strengths is its adaptability to any genre or setting. The Basic Set (which includes *Characters* and *Campaigns*) provides all the core rules, but there are hundreds of supplements that expand into specific genres, settings, and themes. Some popular options include:
- GURPS Fantasy: High-magic worlds, mythical creatures, and epic quests.
- GURPS Space: Hard sci-fi, space exploration, and interstellar empires.
- GURPS Horror: Cosmic horror, psychological terror, and supernatural threats.
- GURPS Martial Arts: Detailed combat systems for hand-to-hand fighting styles.
- GURPS Infinite Worlds: Multiverse-hopping adventures across alternate realities.
- You can also mix and match elements from different genres. Want to run a cyberpunk campaign with magic? Or a steampunk world with dinosaurs? GURPS makes it easy to blend settings and mechanics.
- One of GURPS’ greatest strengths is its adaptability to any genre or setting. The Basic Set (which includes *Characters* and *Campaigns*) provides all the core rules, but there are hundreds of supplements that expand into specific genres, settings, and themes. Some popular options include:
- Tips for Running GURPS
- Set the Tone: Decide whether you want a gritty, realistic campaign or a more cinematic, action-packed experience. Adjust the point totals and rules accordingly.
- Realistic Campaigns: Use lower point totals (e.g., 100–125 points) and enforce strict rules for injuries, encumbrance, and resource management.
- Cinematic Campaigns: Use higher point totals (e.g., 200+ points) and allow players to bend the rules for dramatic effect.
- Use Templates: If character creation feels overwhelming, consider using templates from supplements or creating your own. Templates provide pre-built packages of attributes, skills, and advantages tailored to specific roles (e.g., knight, thief, scientist).
- Streamline Combat: While GURPS combat is detailed, it can sometimes slow down gameplay. To keep things moving:
- - Pre-roll defense scores for NPCs.
- - Use abstract hit locations unless targeting specific areas is crucial.
- - Encourage players to declare actions quickly.
- Encourage Creativity: GURPS rewards creative problem-solving. Let players use their skills and advantages in unexpected ways, and don’t be afraid to improvise rulings for unique situations.
- Resources
- Here are some resources to help you get started with GURPS 4th Edition:
- Core Books:
- GURPS Basic Set: Characters: Covers character creation, attributes, skills, advantages, and disadvantages.
- GURPS Basic Set: Campaigns: Focuses on running the game, including combat, equipment, and GM advice.
- Supplements: There are hundreds of GURPS supplements covering everything from martial arts to time travel. Some popular ones include:
- GURPS Magic: A comprehensive system for spellcasting.
- GURPS Ultra-Tech: Advanced technology for sci-fi campaigns.
- GURPS Low-Tech: Tools and equipment for historical or low-tech settings.
- Online Tools:
- GURPS Character Assistant: Software for managing characters.
- GURPS Forums: Active communities like the Steve Jackson Games Forums and Reddit’s r/GURPS.
- If you’d like, I can help you create a character, design a campaign, or explain specific rules in more detail. Just let me know what you need! Whether you’re running a gritty detective noir or a galaxy-spanning space opera, GURPS has the tools to bring your vision to life.
- What would you like to explore first?
- Stozu:
- Oh, let's create a character for that gritty detective noir!
- Qwen:
- Fantastic! A gritty detective noir campaign is a perfect fit for GURPS, as the system’s emphasis on realism and detail allows you to capture the mood of hard-boiled crime fiction. Think trench coats, dimly lit alleys, cigarette smoke curling in the air, and morally ambiguous characters navigating a world of corruption and danger.
- Let’s create a character step by step. I’ll guide you through the process, and we can customize the detective to fit your vision. For this example, we’ll assume a 125-point campaign, which is standard for gritty, low-powered settings.
- Step 1: Concept
- Before diving into mechanics, let’s define the character concept. Who is this detective? What makes them tick? Here are some ideas to get us started:
- Hard-Boiled Private Eye: A cynical loner with a strong moral code who takes on cases no one else will touch.
- Corrupt Cop: A burned-out detective who bends the rules to get results, haunted by past mistakes.
- Amateur Sleuth: A journalist, lawyer, or ordinary citizen thrust into a dangerous mystery.
- Supernatural Investigator: A noir-inspired gumshoe who deals with occult threats (if you want to add a supernatural twist).
- For this example, let’s go with a hard-boiled private eye named Jack "Shadows" Callahan, a former cop turned private investigator who works the mean streets of a decaying urban sprawl. He’s tough, resourceful, and carries a lot of emotional baggage.
- Before diving into mechanics, let’s define the character concept. Who is this detective? What makes them tick? Here are some ideas to get us started:
- Step 2: Attributes
- Attributes form the foundation of your character. In a gritty noir setting, mental and social attributes like IQ and HT (for resisting stress) are just as important as physical prowess.
- Starting Attributes (Base Cost: 40 points)
- Strength (ST): 10 (0 points) – Jack isn’t a brawler; he relies on wits and skill.
- Dexterity (DX): 12 (40 points) – Quick reflexes and steady hands for sleuthing and self-defense.
- Intelligence (IQ): 13 (60 points) – Sharp mind for deduction and investigation.
- Health (HT): 11 (10 points) – Resilient enough to handle long nights and stressful situations.
- Total Attribute Cost: 110 points
- Step 3: Advantages
- Advantages give your character special abilities or perks. In a noir setting, advantages that enhance perception, social skills, or survival are particularly useful.
- Selected Advantages (Cost: 35 points)
- Combat Reflexes (15 points): +1 to initiative and improved defenses. Jack’s seen enough fights to stay sharp.
- High Pain Threshold (10 points): Ignores shock penalties from injuries. Jack can take a punch and keep moving.
- Night Vision (1 point): Slightly better vision in low light. Handy for stakeouts in dark alleys.
- Patron (Police Contact) (Varies): A friendly detective on the force who feeds Jack information occasionally (15 points for a moderately helpful patron).
- Total Advantage Cost: 35 points
- Step 4: Disadvantages
- Disadvantages give your character depth and earn you extra points for customization. Noir detectives are often flawed individuals, so don’t be afraid to pile on the drama.
- Selected Disadvantages (Earn: -40 points)
- Code of Honor (Professional) (-5 points): Jack sticks to his principles, even when it’s inconvenient.
- Enemy (Rival Detective) (-10 points): A rival P.I. or corrupt cop who constantly undermines Jack’s work.
- Bad Temper (-10 points): Jack has a short fuse and sometimes lets his emotions get the better of him.
- Sense of Duty (Innocent Clients) (-10 points): Jack feels compelled to protect those who can’t protect themselves.
- Secret (Former Criminal Ties) (-5 points): Jack has a shady past that could come back to haunt him.
- Total Disadvantage Points Earned: -40 points
- Step 5: Skills
- Skills are where your character truly shines. As a detective, Jack needs a mix of investigative, combat, and social skills. We’ll spend most of our remaining points here.
- Selected Skills (Cost: 80 points)
- Investigation (IQ/Hard, 8 points): Skill for gathering clues, analyzing evidence, and piecing together mysteries. Starts at IQ-1 (12).
- Streetwise (IQ/Average, 4 points): Knowledge of the criminal underworld and how to navigate it. Starts at IQ-1 (12).
- Stealth (DX/Average, 4 points): Moving quietly during stakeouts or sneaking past guards. Starts at DX-1 (11).
- Lockpicking (IQ/Average, 4 points): Breaking into places he shouldn’t be. Starts at IQ-1 (12).
- Guns (Pistol) (DX/Easy, 2 points): Proficiency with a handgun for self-defense. Starts at DX (12).
- Intimidation (Will/Average, 4 points): Getting answers out of reluctant informants. Starts at Will (13).
- Fast-Talk (IQ/Average, 4 points): Bluffing or talking his way out of trouble. Starts at IQ-1 (12).
- Driving (Automobile) (DX/Average, 4 points): Navigating the city streets. Starts at DX-1 (11).
- Observation (Per/Average, 4 points): Spotting details others miss. Starts at Per (13).
- Shadowing (IQ/Average, 4 points): Following suspects without being noticed. Starts at IQ-1 (12).
- First Aid (IQ/Easy, 1 point): Patching up minor wounds. Starts at IQ (13).
- Area Knowledge (City) (IQ/Easy, 1 point): Familiarity with the city’s layout and neighborhoods. Starts at IQ (13).
- Total Skill Cost: 80 points
- Step 6: Equipment
- Jack needs tools of the trade. GURPS provides detailed equipment lists, but we’ll keep it simple for now.
- Starting Equipment
- Revolver (.38 Special): Reliable sidearm (Damage 2d+1 pi, Range 100/1,500, Weight 2 lbs., Cost $250).
- Leather Jacket: Provides DR 1 to the torso (Weight 4 lbs., Cost $75).
- Flashlight: Handy for investigating dark places (Weight 1 lb., Cost $10).
- Notebook and Pen: For jotting down clues (Negligible weight, Cost $5).
- Lockpicks: For breaking and entering (Weight 1 lb., Cost $50).
- Trench Coat: Iconic noir fashion (Weight 5 lbs., Cost $75).
- Starting Wealth: Average wealth gives Jack $2,000 in cash and $10,000 in assets (e.g., his office).
- Final Character Sheet Summary
- Here’s a quick overview of Jack "Shadows" Callahan:
- Attributes
- ST: 10 | DX: 12 | IQ: 13 | HT: 11
- Secondary Characteristics
- HP: 10 | Will: 13 | Per: 13 | FP: 11
- Basic Speed: 5.75 | Basic Move: 5
- Dodge: 8 | Parry (Unarmed): 8
- Advantages
- Combat Reflexes, High Pain Threshold, Night Vision, Patron (Police Contact)
- Disadvantages
- Code of Honor (Professional), Enemy (Rival Detective), Bad Temper, Sense of Duty (Innocent Clients), Secret (Former Criminal Ties)
- Skills
- Investigation-12, Streetwise-12, Stealth-11, Lockpicking-12, Guns (Pistol)-12, Intimidation-13, Fast-Talk-12, Driving (Automobile)-11, Observation-13, Shadowing-12, First Aid-13, Area Knowledge (City)-13
- Equipment
- Revolver (.38 Special), Leather Jacket, Flashlight, Notebook and Pen, Lockpicks, Trench Coat
- Point Totals
- Attributes: 110 points
- Advantages: 35 points
- Disadvantages: -40 points
- Skills: 80 points
- Total: 125 points
- Next Steps
- Now that Jack is ready to hit the streets, you can flesh out his backstory, personality, and quirks. Maybe he’s a recovering alcoholic who keeps a flask in his desk drawer. Or perhaps he’s haunted by the unsolved case of his missing partner. You can also decide what kind of cases he’ll take—missing persons, corporate espionage, or uncovering organized crime.
- Would you like to refine Jack further, or should we move on to designing a scenario for him to investigate?
- Stozu:
- Sound good as it is, let's move on.
- Qwen:
- Great! With Jack "Shadows" Callahan ready to roll, let’s craft a gritty detective noir scenario that will put his skills to the test. Noir stories often revolve around themes of moral ambiguity, corruption, and personal stakes, so we’ll aim for something that fits the tone while giving Jack plenty of opportunities to investigate, interact with shady characters, and make tough choices.
- Scenario Title: *The Devil’s Bargain*
- Overview
- Jack is hired by a desperate woman named Evelyn Cross, whose younger brother, Danny, has gone missing. Danny was last seen gambling at a seedy underground casino run by a ruthless crime boss known only as "The Broker." Evelyn suspects Danny got in over his head and owes The Broker a dangerous amount of money—or worse, information that could bring down the entire operation.
- As Jack digs deeper, he uncovers a web of deceit involving corrupt cops, stolen goods, and a mysterious femme fatale who seems to know more than she lets on. The case takes a darker turn when Jack discovers that Danny wasn’t just a gambler—he was working undercover for someone high up in the city government. Now, Jack must decide how far he’s willing to go to save one man without becoming part of the very corruption he despises.
- Act 1: The Setup
- Scene 1: A Desperate Plea
- Location: Jack’s dingy office above a dive bar.
- NPC: Evelyn Cross, a nervous but determined young woman in her late 20s. She wears a simple dress and clutches a worn photograph of her smiling brother, Danny.
- Hook: Evelyn pleads with Jack to find her brother, offering $500 upfront and promising another $500 if he succeeds. She mentions Danny’s gambling habit and his frequent visits to The Velvet Den, an illegal casino downtown.
- Clues:
- Evelyn hands over Danny’s address and a list of places he frequented.
- She reveals Danny recently mentioned “working on something big” before disappearing.
- Scene 2: The Velvet Den
- Location: A smoky, dimly lit basement filled with gamblers, dealers, and enforcers. Jazz music plays faintly in the background.
- Key NPCs:
- Mickey “Fingers” Malone: The Broker’s right-hand man, a wiry thug with a sharp tongue and quicker fists.
- Lila Vale: A sultry card dealer with a secretive smile. She might be hiding something—or someone.
- Investigation:
- Streetwise/Intimidation: Jack can question patrons or staff about Danny’s last visit.
- Observation: Noticing scuff marks on the floor near a locked door suggests recent activity.
- Lockpicking: Breaking into the back room reveals ledgers detailing debts owed to The Broker, including Danny’s name and a hefty sum.
- Cliffhanger: In the ledger, Jack finds a note scribbled next to Danny’s entry: “Package delivered. Meet at Pier 17.”
- Scene 1: A Desperate Plea
- Act 2: The Investigation Deepens
- Scene 3: Shadows at Pier 17
- Location: A foggy dockside pier littered with crates and abandoned warehouses. The air smells of saltwater and oil.
- Key NPCs:
- Detective Frank O’Connell: Jack’s police contact (his Patron). He warns Jack to stay out of trouble but hints that Internal Affairs is investigating leaks within the department.
- Danny Cross: Found tied up in a shipping container, bruised but alive. He refuses to talk until Jack promises to protect Evelyn.
- Twist: Danny admits he was gathering evidence against The Broker for Councilman Harold Grayson, a powerful politician with ties to organized crime. Danny claims he stashed incriminating documents in a safety deposit box—but he won’t reveal its location unless Jack guarantees his safety.
- Optional Encounter: As Jack leaves the pier, he’s ambushed by two thugs sent by The Broker. This gives players a chance to use their combat skills.
- Scene 3: Shadows at Pier 17
- Act 3: The Devil’s Bargain
- Scene 4: The Femme Fatale
- Location: A swanky penthouse apartment overlooking the city skyline.
- Key NPC: Madeline Kane, a glamorous socialite rumored to be The Broker’s mistress. She offers Jack a deal: hand over Danny and the evidence, and she’ll ensure Evelyn is taken care of financially. If Jack refuses, she subtly threatens to expose his own criminal past.
- Roleplaying Opportunity: Madeline is charming and manipulative, forcing Jack to weigh loyalty against survival.
- Scene 5: Showdown at the Warehouse
- Location: An abandoned warehouse where The Broker conducts his most sensitive transactions.
- Climax: Jack must infiltrate the warehouse to rescue Danny (if he didn’t already) and retrieve the evidence. Along the way, he faces:
- Armed guards patrolling the area.
- Traps set to deter intruders.
- A final confrontation with The Broker himself, a cold and calculating figure who demands answers—and retribution.
- Scene 4: The Femme Fatale
- Resolution:
- If Jack succeeds, he exposes The Broker’s operation, clearing Danny’s name but potentially angering powerful people.
- If Jack fails, he may have to cut a deal with Madeline or face dire consequences for crossing The Broker.
- Themes and Player Choices
- Throughout the scenario, emphasize the following themes:
- Moral Ambiguity: Is it worth risking everything to save one person? How far should Jack go to expose the truth?
- Personal Stakes: Evelyn’s desperation mirrors Jack’s own guilt over past failures. Can he redeem himself through this case?
- Corruption: The line between law enforcement, politics, and crime blurs, forcing Jack to navigate treacherous waters.
- Throughout the scenario, emphasize the following themes:
- Players can choose:
- To ally with Councilman Grayson and leverage the evidence for political gain.
- To destroy the evidence and walk away, protecting Danny and Evelyn but letting the corruption continue.
- To confront The Broker directly, risking life and limb for justice.
- Running the Game
- To keep the noir atmosphere intact:
- Use descriptive language to evoke mood (e.g., rain-slick streets, flickering neon signs, cigarette smoke curling in the air).
- Play NPCs with distinct voices and mannerisms to make them memorable.
- Reward creative problem-solving. For example, if Jack uses Fast-Talk to bluff his way past guards or Shadowing to tail a suspect, let him succeed spectacularly—or fail dramatically.
- To keep the noir atmosphere intact:
- With this setup, Jack "Shadows" Callahan has everything he needs to dive into the seedy underbelly of your noir-inspired city. Whether he emerges as a hero, antihero, or tragic figure depends entirely on the choices made during play.
- Are you ready to kick things off, or would you like to tweak any part of the scenario?
- Stozu:
- Can you run this game for me?
- Qwen:
- Absolutely! I’d be happy to run this GURPS noir detective game for you. Since it’s just the two of us, I’ll take on the role of the Game Master (GM), guiding you through the story, portraying NPCs, and describing the world around Jack "Shadows" Callahan. You’ll control Jack, making decisions, rolling dice, and driving the narrative forward.
- Let’s get started! To keep things immersive, I’ll describe scenes in detail, present challenges, and let you decide how Jack reacts. When necessary, I’ll call for skill checks or combat rolls. If you’re unsure about anything, feel free to ask questions or request hints.
- How We’ll Handle Rolls
- Since we’re playing text-based, you can either:
- Tell me what action Jack is attempting, and I’ll determine if a roll is needed.
- Roll your own dice (physical or digital) and report the results. For example: “I rolled a 14 against my Stealth skill.”
- Let me simulate rolls for you by generating random numbers.
- If you’re comfortable rolling your own dice, that adds an extra layer of immersion. If not, no problem—I can handle all the rolls behind the scenes.
- Since we’re playing text-based, you can either:
- Starting the Game
- Let’s begin with Act 1: The Setup, where Evelyn Cross walks into Jack’s office seeking help. Here’s the scene:
- Scene 1: A Desperate Plea
- The rain taps steadily against the cracked window of your office, the sound blending with the distant hum of jazz music from the bar below. Your desk lamp casts a weak yellow glow over stacks of unpaid bills and half-empty coffee cups. It’s late, and you’ve been nursing the same cigarette for ten minutes when the door creaks open.
- A young woman steps inside, shaking droplets from her coat. She looks nervous but determined, clutching a worn photograph tightly in one hand. Her eyes dart around the room before settling on you.
- “Are you Jack Callahan?” she asks, her voice trembling slightly. “The private investigator?”
- She doesn’t wait for an answer. Crossing the room, she slams the photo onto your desk. It shows a smiling young man with tousled hair and a mischievous grin.
- “That’s my brother, Danny,” she says. “He’s missing. I need your help.”
- What Do You Do?
- This is your moment to take control of Jack. How does he respond? Does he ask questions immediately, size her up, or light another cigarette while listening to her story? Let me know how you’d like to proceed, and we’ll go from there!
- Stozu:
- "Yes, I'm Jack Callahan, the private investigater. How can I call you, miss?"
- Qwen:
- The woman seems to relax slightly at your calm demeanor, though her fingers still fidget with the edges of the photograph. She pulls her coat tighter around herself, as if trying to ward off both the chill from outside and the weight of whatever’s brought her here.
- “My name’s Evelyn Cross,” she says softly. “Danny—he’s my little brother. He’s only 24, but he’s always been... reckless.” Her voice cracks a little on the last word, and she looks away for a moment before continuing. “He’s been missing for three days now. No calls, no messages. Nothing.”
- She leans forward, placing both hands flat on your desk. Her knuckles are white. “I think he got himself into trouble. Real trouble. Please, Mr. Callahan—you’re my last hope.”
- What Do You Do?
- Jack has a few options here:
- Ask Questions: Dig deeper into Danny’s habits, lifestyle, or recent activities.
- Example: “Tell me more about this ‘trouble’ you think he’s in.”
- Example: “Where was he last seen?”
- Examine the Photo: Look closely at the picture for clues or details that might stand out.
- Requires an Observation roll.
- Offer Reassurance: Try to calm Evelyn down and build rapport.
- Example: “Don’t worry, Miss Cross. I’ll find him.”
- Negotiate Payment: Discuss terms upfront—after all, a P.I.’s gotta eat.
- Example: “This kind of work isn’t cheap. What’s your budget?”
- Let me know how Jack responds!
- Jack has a few options here:
- Stozu:
- "I presume he has never before dissapeared for that long? Tell me more about him and this 'trouble' you think he's in... Ah, and what's your budget?"
- Qwen:
- Evelyn sighs, her shoulders slumping as she sits back in the chair across from you. She looks tired—dark circles under her eyes suggest sleep hasn’t come easily these past few nights.
- “No, Danny’s never done this before,” she says firmly. “He’s irresponsible, sure, but he wouldn’t just vanish without telling me. We’re all each other has left since…” Her voice trails off, and she shakes her head. “Anyway, he’s been spending a lot of time at this place called *The Velvet Den*. It’s one of those underground casinos downtown. He’s always had a gambling problem, but lately, it’s gotten worse. I caught him borrowing money from some shady characters last month.”
- She hesitates, then adds, “And there’s something else. A week ago, he mentioned he was working on ‘something big.’ Said it could change everything for us. But when I asked what he meant, he just laughed and told me not to worry about it.”
- As for payment, Evelyn reaches into her purse and pulls out a small envelope. She slides it across the desk toward you. Inside are five crisp hundred-dollar bills.
- “I can give you $500 now,” she says, her tone pleading. “And another $500 when you find him. Please, Mr. Callahan—it’s all I have.”
- What Do You Do?
- Jack now has more information to work with. Here are some potential actions:
- Press for Details: Ask follow-up questions about Danny’s habits, associates, or the mysterious “something big.”
- Example: “Who were these ‘shady characters’ he borrowed money from?”
- Example: “Did Danny mention anyone specific connected to this ‘big thing’?”
- Accept the Case: Take the $500 and agree to start investigating.
- Example: “Alright, Miss Cross. I’ll see what I can do.”
- Negotiate Further: Push for more details or try to get additional resources from Evelyn.
- Example: “$500 upfront is fine, but I’ll need expenses covered too.”
- Investigate the Photo: Study the photograph again for any overlooked clues.
- Requires an Observation roll.
- Trust Your Instincts: Start planning your next move based on what you’ve learned so far.
- How does Jack proceed?
- Jack now has more information to work with. Here are some potential actions:
- Stozu:
- Jack tries to recall what he knows about "The Velvet Den".
- Qwen:
- You lean back in your chair, the springs creaking under your weight, and take a slow drag from your cigarette as you think. The name *The Velvet Den* rings a bell—it’s not the first time you’ve heard it mentioned in passing. It’s one of those places that operates just out of sight, tucked away in the shadows of the city’s underbelly.
- From what you remember:
- Location: Somewhere downtown, near the old textile district. A basement joint with no signs, only known to regulars.
- Reputation: The kind of place where fortunes are won and lost overnight—and debts are collected with interest. Run by a guy they call The Broker, though nobody’s ever seen his face. His enforcers keep things running smoothly (and violently, if necessary).
- Patrons: Gamblers, low-level crooks, and the occasional high roller looking for discretion. Not somewhere you’d want to attract attention unless you’re packing heat—or a damn good poker face.
- Still, memory is fuzzy, and you could use a refresher. Maybe hitting up a few contacts or doing some legwork would fill in the gaps.
- What Do You Do?
- Here are some options for Jack:
- Streetwise Check: Reach out to informants or locals who might know more about *The Velvet Den*.
- Roll against your Streetwise skill (12). Let me know if you’d like to roll yourself or have me simulate it.
- Plan Next Move: Decide to head straight to the casino tonight or gather more intel first.
- Example: “I’ll pay a visit to The Velvet Den tonight and see what I can dig up.”
- Ask Evelyn More Questions: See if she knows anything else about Danny’s connection to the place.
- Example: “How often did Danny go to The Velvet Den? Did he mention anyone he met there?”
- Trust Your Gut: Start preparing for a stakeout or infiltration.
- Example: “Alright, Miss Cross. I’ll check out this den and see if anyone’s seen your brother.”
- Let me know how Jack proceeds!
- Here are some options for Jack:
- Stozu:
- “How often did Danny go to The Velvet Den? Did he mention anyone he met there?”
- Qwen:
- Evelyn frowns, her brow furrowing as she tries to recall. She shifts uncomfortably in the chair, clearly uneasy about dredging up these memories.
- “He started going a few months ago,” she says finally. “At first, it was just once or twice a week—‘blowing off steam,’ he said. But lately, it’s been almost every night. He’d come home late, sometimes not at all, and when I asked him about it, he’d just snap at me.”
- She pauses, then adds hesitantly, “A couple of times, he mentioned someone named Mickey. Said Mickey helped him get credit when he ran out of cash. But… there was something else too. About a week before he disappeared, he came home looking scared. When I pressed him, he muttered something about ‘the boss’ being angry and that he needed to fix things.”
- Her voice drops to a whisper. “I think Danny owes them money, Mr. Callahan. A lot of it.”
- What Do You Do?
- Now you have a clearer picture of Danny’s involvement with *The Velvet Den*. Here are some options:
- Ask More Questions: Dig deeper into who this “Mickey” might be or what Danny meant by “the boss.”
- Example: “Do you know Mickey’s last name? Any idea who ‘the boss’ is?”
- Streetwise Check: Use your contacts to learn more about Mickey or The Broker.
- Roll against your Streetwise skill (12).
- Plan Your Approach: Decide whether to visit *The Velvet Den* directly or investigate Danny’s apartment for clues first.
- Example: “I’ll head to Danny’s place and see if anything stands out.”
- Reassure Evelyn: Calm her fears and finalize the terms of your agreement.
- Example: “Don’t worry, Miss Cross. I’ll find your brother and sort this out.”
- How does Jack proceed?
- Now you have a clearer picture of Danny’s involvement with *The Velvet Den*. Here are some options:
- Stozu:
- "Any idea who ‘the boss’ is? Is Danny working for him on this 'big thing' of his?"
- Qwen:
- Evelyn shakes her head, frustration and worry etched on her face. “I don’t know who ‘the boss’ is,” she admits. “Danny never said his name. But it’s got to be someone important—someone dangerous. And as for this ‘big thing’ he was talking about…” She hesitates, biting her lip.
- “I thought maybe he meant a new job or some kind of business deal, but now I’m not so sure. He’s been acting strange for weeks—secretive, like he’s hiding something. The last time I saw him, he kept looking over his shoulder, like he thought someone was following him.”
- She leans forward again, her voice dropping to a near whisper. “Do you think he’s in trouble with the law? Or worse… with criminals?”
- What Do You Do?
- Evelyn’s concerns deepen the mystery surrounding Danny. Here are some options for Jack:
- Reassure Evelyn: Try to ease her fears while keeping your own suspicions to yourself.
- Example: “It’s too early to say, Miss Cross. Let me look into it.”
- Ask About Danny’s Apartment: Suggest searching his place for clues that might shed light on his activities.
- Example: “Does Danny live alone? Can I take a look around his apartment?”
- Streetwise Check: Tap into your underworld contacts to learn more about “the boss” or Mickey.
- Roll against your Streetwise skill (12).
- Plan Your Next Move: Decide whether to visit *The Velvet Den* immediately or gather more intel first.
- Example: “I’ll check out The Velvet Den tonight and see if anyone knows your brother.”
- Let me know how Jack responds!
- Evelyn’s concerns deepen the mystery surrounding Danny. Here are some options for Jack:
- Stozu:
- “It’s too early to say, Miss Cross... Ok, I'm taking this case - let's find your brother!”
- Qwen:
- Evelyn visibly relaxes at your words, though her eyes still glisten with unshed tears. She nods quickly, clutching the edge of her purse like it’s a lifeline.
- “Thank you, Mr. Callahan,” she says, her voice trembling but sincere. “I don’t know what I’d do if something happened to him. Please… bring him back safe.”
- You slide the envelope of cash into your coat pocket and stand up, grabbing your trench coat from the back of your chair. The rain outside is still coming down hard, and the city feels heavier tonight—like it’s holding its breath, waiting for something to break.
- Next Steps
- Now that you’ve accepted the case, it’s time to decide how Jack will proceed. Here are some options:
- Visit Danny’s Apartment: Search for clues about his recent activities or connections to *The Velvet Den*.
- Example: “Let’s swing by Danny’s place first. Maybe he left something behind.”
- Head to The Velvet Den: Dive straight into the lion’s den and start asking questions.
- Example: “Time to pay The Velvet Den a visit. See if anyone knows Danny.”
- Tap Your Contacts: Use your Streetwise skill to gather intel on Mickey, The Broker, or Danny’s disappearance.
- Roll against your Streetwise skill (12).
- Prepare for Trouble: Stock up on gear or make plans for a stealthy approach.
- Example: “I’ll grab my lockpicks and revolver before heading out.”
- What’s Jack’s next move?
- Now that you’ve accepted the case, it’s time to decide how Jack will proceed. Here are some options:
- Stozu:
"Miss Cross, can you show me Danny's apartment? And while we at it, I still need to ask you a few more questions..."
- Jack grabs his gear and closes office.
- Qwen:
- Evelyn nods, standing up and pulling her coat tighter around herself. “Of course, Mr. Callahan. It’s not far from here—just a few blocks away. I can take you there now.”
- As the two of you step out into the rain-soaked streets, the neon lights reflecting off puddles give the city an almost surreal glow. Evelyn walks briskly, clearly eager to help but also visibly nervous. You notice her glancing over her shoulder more than once, as if she expects someone—or something—to be following.
- Scene Transition: On the Way to Danny’s Apartment
- The walk gives you an opportunity to ask more questions and gather additional information. Here are some potential lines of inquiry:
- Danny’s Habits:
- “Did Danny have any routines? Places he frequented besides The Velvet Den?”
- Recent Behavior:
- “You mentioned he’d been acting strange. Can you tell me more about that?”
- Relationships:
- “Did Danny have any close friends or enemies? Anyone who might want to hurt him?”
- Work/Life:
- “What did Danny do for work? Was he involved in anything unusual lately?”
- Let me know which direction you’d like to take the conversation—or feel free to improvise your own questions!
- Once you arrive at Danny’s apartment, we’ll shift gears into investigation mode.
- The walk gives you an opportunity to ask more questions and gather additional information. Here are some potential lines of inquiry: